Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: Valathil on August 05, 2012, 04:33:20 pm

Title: Shadows Beta 3.1 (18/09/2012)
Post by: Valathil on August 05, 2012, 04:33:20 pm
Here is the second public Beta of my new shadow implementation. This should work much better than the old Alpha shadows. Few things: First, new cmdline "-shadow_quality" defaults to 2 for now (0 on commit) which means high quality shadows (4096^2 resolution shadow maps) 1 is low quality for gpu's with less VRAM (2048^2) 0 disables shadows. Then, known issues: When a ship blows up or warps the full ship casts a shadow not just the part that is actually visible, you also wont see 2 ship halves from the blowing up on the shadows. I'm working on that for Beta 2. Known Issue: Build doesnt work on XP. Wait for a kind soul to post the newest Beta XP compatible i dont have VS 2010 anymore.
No external Shaders are included because of the new force internal shaders feature.

Also I fully tested the patch on MacOS X Lion if anyone wants to put up a build of that I would be grateful cause I don't want to reboot again to OSX. So anyway as always report any strange occurrence, bugs and also performance. If you have performance problems try setting -shadow_quality 1 and report you graphics card or post a log.

HERE IT IS: http://www.mediafire.com/?in8n57zu3h03vov (http://www.mediafire.com/?in8n57zu3h03vov)

Beta 2 Release:

Beta 3 Release:

Beta 3.1 Release:

https://www.dropbox.com/s/kedv0fk2kcqyk6p/Shadows_Beta_3_1.7z
Title: Re: Shadows Beta 1 (05/08/2012)
Post by: torc on August 05, 2012, 05:21:04 pm
absolutely great...thanks Valathil!
Title: Re: Shadows Beta 1 (05/08/2012)
Post by: Alan Bolte on August 06, 2012, 12:08:53 am
Chose a mission at random - ended up playing Monster in the Mist, which wasn't a great choice, but I could see my shadow on the Sath if I flew in third person camera mode. Got all the way through scanning stuff, then it crashed to desktop as the success music started to play. Log attached.

[attachment removed and sold on the black market]
Title: Re: Shadows Beta 1 (05/08/2012)
Post by: Valathil on August 06, 2012, 12:46:27 am
Interesting crash there. I looked at the aicode.cpp segment where the int3() occured and basically this cant happen. So yeah...
Title: Re: Shadows Beta 1 (05/08/2012)
Post by: X3N0-Life-Form on August 06, 2012, 02:59:16 am
... this cant happen. So yeah...
Oh this is lovely when stuff like that happens :). The more unreachable the case should be, the better.

I tested the build on bp2 Darkest hour and noticed something odd: I could see my fighter's glowpoints. Other than that, the shadows seem to be working fine so far.
(http://i.imgur.com/z6hi3.jpg)
Title: Re: Shadows Beta 1 (05/08/2012)
Post by: Kobrar44 on August 06, 2012, 07:33:05 am
It caused some issuses with shaders not compiling on old NV drivers, but on the new ones it goes nicely, so I tink it was NV fault.
Also, FPS chart on MX520 and i5 2410[numbers represent preset]:
(http://i49.tinypic.com/19nrjp.jpg)
It is only a little slower than I used to run it[it is obviously Artemis Station] when WIH was first released.
Title: Re: Shadows Beta 1 (05/08/2012)
Post by: Col. Fishguts on August 06, 2012, 09:24:03 am
Is there a  minimum requirement regarding shader support for this? I've got an old GF9800GTX and see no shadows (but I see glowpoints through the ship by the way).
Title: Re: Shadows Beta 1 (05/08/2012)
Post by: Kobrar44 on August 06, 2012, 09:32:55 am
GTX9800 has full OpenGL 3.2 support. Try updating drivers and post log if doesn't help.
Title: Re: Shadows Beta 1 (05/08/2012)
Post by: Valathil on August 06, 2012, 12:07:46 pm
Oh the glowpoints yeah i totally forgot about that. Will be fixed in beta 2

Also Kobrar44 thanks for the graph. So it seems that as expected the full 2nd geometry pass is whats causing the most performance costs and it doesnt really matter if you have high quality or low quality at least on your card.
Title: Re: Shadows Beta 1 (05/08/2012)
Post by: chief1983 on August 06, 2012, 12:42:36 pm
Was going to make OS X builds, since my Xcode3 seemed to start working again.  Well, I could not build the Xcode project successfully, and the errors I got are here (http://pastebin.com/Vtkn66qH).  The Xcode4 project built successfully with Xcode 3.2.6, and 4.2.1, but I upgraded the App-Store maintained Xcode to 4.4 last week and it would not build now, because 4.4 does not include the 10.6 SDK.  Symlinking to the one in my 4.2.1 folder allowed 4.4 to build it fine too.  So I think it's something to do with the more backwards compatibility that the old Xcode project tries to maintain.  I will upload the 4.4 builds I suppose, they should still work on 10.6+.  If anything can be done that would fix the errors with the older project, that would be nice.

Before posting this, I thought to try to compile the Xcode project without the patch, and got some errors still, but less than with the patch.  I guess the ones that are in this output (http://pastebin.com/T03xRiB0) can be ignored as not caused by this patch.

The other question is, if the old Xcode project is getting this broken, do we still care?  That would cut out all PPC and 10.4/10.5 support, whatever we still had.

Edit:  After fixing the trunk issues with a suggestion from The_E, I have a pastebin of issues (http://pastebin.com/fVsm2Lxn) that are only present after applying the patch now, when the Xcode project with Xcode 3.2.6 on Lion.
Title: Re: Shadows Beta 1 (05/08/2012)
Post by: Valathil on August 06, 2012, 01:17:17 pm
I dont know how much support there was for those old version but clearly the errors that have to do with the patch have to do with the ogl extensions im using. These old mac versions just dont have the support for those things anyway.
Title: Re: Shadows Beta 1 (05/08/2012)
Post by: chief1983 on August 06, 2012, 05:18:35 pm
Well, in the meantime, here are some nice new Xcode 4.4 builds:

FS2_Open Shadows Beta 1 r9094 (http://swc.fs2downloads.com/builds/OSX/FS2_Open%20Shadows%20Beta%201%20r9094.zip)
md5: eae63d773efe0046a08f458f0e74c678
Title: Re: Shadows Beta 1 (05/08/2012)
Post by: Echelon9 on August 06, 2012, 06:43:19 pm
Was going to make OS X builds, since my Xcode3 seemed to start working again.  Well, I could not build the Xcode project successfully, and the errors I got are here (http://pastebin.com/Vtkn66qH).  The Xcode4 project built successfully with Xcode 3.2.6, and 4.2.1, but I upgraded the App-Store maintained Xcode to 4.4 last week and it would not build now, because 4.4 does not include the 10.6 SDK.  Symlinking to the one in my 4.2.1 folder allowed 4.4 to build it fine too.  So I think it's something to do with the more backwards compatibility that the old Xcode project tries to maintain.  I will upload the 4.4 builds I suppose, they should still work on 10.6+.  If anything can be done that would fix the errors with the older project, that would be nice.

Before posting this, I thought to try to compile the Xcode project without the patch, and got some errors still, but less than with the patch.  I guess the ones that are in this output (http://pastebin.com/T03xRiB0) can be ignored as not caused by this patch.

The other question is, if the old Xcode project is getting this broken, do we still care?  That would cut out all PPC and 10.4/10.5 support, whatever we still had.

Edit:  After fixing the trunk issues with a suggestion from The_E, I have a pastebin of issues (http://pastebin.com/fVsm2Lxn) that are only present after applying the patch now, when the Xcode project with Xcode 3.2.6 on Lion.

Xcode 4.4 drops support for the OS X 10.6 SDK. I'd suggest changing the Base SDK setting to either 10.7 or Latest.

Frankly, we should look to whether a continuation of supporting the latest OSX (i.e. 10.8) and the version prior to that (OSX 10.7) makes the best sense.

When I raised this last in the cross-platform forum there wasn't much vocal insistency on ongoing support for a PPC or earlier OS X version.
Title: Re: Shadows Beta 1 (05/08/2012)
Post by: Alan Bolte on August 06, 2012, 07:13:08 pm
Impossible Int3! Awesome, I'll see if I can reproduce it later.

I did notice that shadows aren't real obvious in this version. I sometimes see my own fighter's shadow on something, or a piece of debris showing against the Iceni's hull when it breaks out of its asteroid base, or the rotating prow of the Anuket casting a shadow on the main hull, but it doesn't quite compare to some of the videos from the Alpha where a Herc's fins would cast a shadow across its hull. Is that sort of thing possible using this method? Or does it require too many resources to be practical in general?

EDIT: Unable to reproduce after 2 attempts.
Title: Re: Shadows Beta 1 (05/08/2012)
Post by: swashmebuckle on August 06, 2012, 08:00:58 pm
Shadows are working for me on mac (10.6) with the build chief posted, though they certainly devoured my puny video card :)

Only glow maps showed up in the techroom, but everything looks fine in the ship lab.
Title: Re: Shadows Beta 1 (05/08/2012)
Post by: Nemesis6 on August 06, 2012, 08:28:50 pm
Another crash issue, maybe the same: On Vassago's Dirge, on the very first mission when the shivan ship fires its beams.
Title: Re: Shadows Beta 1 (05/08/2012)
Post by: Cobra on August 06, 2012, 08:58:18 pm
I found an oopsie.

(http://img853.imageshack.us/img853/5720/screen0015.png)

Also, shadows inside the cockpit flicker and don't display properly. Instead of a geometry's shadow being displayed the entire cockpit just flickers.
Title: Re: Shadows Beta 1 (05/08/2012)
Post by: Nemesis6 on August 06, 2012, 10:10:18 pm
Here's another one, from Slaying Ravana, flying the Boanerges bomber. The two light sources are those glowpoint thingies on the front of the model I think:
(http://i.imgur.com/MWOdr.jpg)

edit: lvlshot'd -Chief
Title: Re: Shadows Beta 1 (05/08/2012)
Post by: Cobra on August 06, 2012, 11:13:22 pm
lvlshot tags, god damnit. And it's already been mentioned in this thread.
Title: Re: Shadows Beta 1 (05/08/2012)
Post by: jg18 on August 06, 2012, 11:58:32 pm
Well, in the meantime, here are some nice new Xcode 4.4 builds:
*snip*

Xcode 4.4 drops support for the OS X 10.6 SDK. I'd suggest changing the Base SDK setting to either 10.7 or Latest.

Shadows are working for me on mac (10.6) with the build chief posted, though they certainly devoured my puny video card :)
:confused: Contradictory statements.


Frankly, we should look to whether a continuation of supporting the latest OSX (i.e. 10.8) and the version prior to that (OSX 10.7) makes the best sense.
I for one am all for dropping 10.4 and 10.5, but 10.6, I dunno, partly because that's what I'm using at the moment. :D I'd have to reformat my HD to upgrade to 10.7, since I'm using a custom partition table and the Lion installer tinkers with partitions.

EDIT: On rereading, I realize this conversation is pretty off-topic. Maybe it should get split and moved to Cross-Platform Development?
Title: Re: Shadows Beta 1 (05/08/2012)
Post by: swashmebuckle on August 07, 2012, 01:29:12 am
Shadows are working for me on mac (10.6) with the build chief posted, though they certainly devoured my puny video card :)
:confused: Contradictory statements.
I just meant the shadows appear to render correctly (other than in the techroom where I only see glow maps) but it turns into a bit of a slideshow in scenes with more than a couple ships.
Title: Re: Shadows Beta 1 (05/08/2012)
Post by: jg18 on August 07, 2012, 01:49:11 am
What I meant was that from E9's post, it sounded like the Xcode 4.4 build wouldn't run on OS X 10.6 at all, as in OS X wouldn't even let you run the build.

Xcode 4.4 drops support for the OS X 10.6 SDK.
Title: Re: Shadows Beta 1 (05/08/2012)
Post by: swashmebuckle on August 07, 2012, 02:02:33 am
Ah yeah, I thought that was odd too, but it worked well enough on the release build, albeit choppily.  I just tried running debug though and holy crap :lol:
(http://img13.imageshack.us/img13/3491/wootq.png)
Title: Re: Shadows Beta 1 (05/08/2012)
Post by: Valathil on August 07, 2012, 06:35:09 am
log?
Title: Re: Shadows Beta 1 (05/08/2012)
Post by: Valathil on August 07, 2012, 06:37:38 am
I found an oopsie.

(http://img853.imageshack.us/img853/5720/screen0015.png)

Also, shadows inside the cockpit flicker and don't display properly. Instead of a geometry's shadow being displayed the entire cockpit just flickers.

This is an ATI issue that happens in trunk as well. We're investigating
Title: Re: Shadows Beta 1 (05/08/2012)
Post by: Cobra on August 07, 2012, 06:51:46 am
Except I'm running a 560Ti. :nervous:
Title: Re: Shadows Beta 1 (05/08/2012)
Post by: The E on August 07, 2012, 08:03:35 am
The problem is that nameplates are not counted as transparent, despite them obviously being so. The fix here is to add " nameplate" to the texture names that triggers the transparency renderer.
Title: Re: Shadows Beta 1 (05/08/2012)
Post by: Valathil on August 07, 2012, 08:33:18 am
The problem is that nameplates are not counted as transparent, despite them obviously being so. The fix here is to add " nameplate" to the texture names that triggers the transparency renderer.
does it? I thought "-trans" was the keyword also I'm curious why ATi seems to reorder the polyorder of the vertexbuffer cause nvidia draws the nameplates as expected.
Title: Re: Shadows Beta 1 (05/08/2012)
Post by: The E on August 07, 2012, 09:22:12 am
It all depends on which version of the karuna pof you have, I think.
Title: Re: Shadows Beta 1 (05/08/2012)
Post by: X3N0-Life-Form on August 07, 2012, 01:01:45 pm
And now, for extra weirdness:
Yesterday, shadow build was working fine, just a small bug ingame, but nothing game-stopping.

Today, I get
Quote
Your hardware configuration does not meet minimum specifications needed to run the application. The application must close.

Same computer as yesterday, same GPU, same drivers, same FS2, I just switched mods from bp2 to mvp_3612.
Hy iz very confuzed. :confused:.
Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace 2 Open version: 3.6.13
Passed cmdline options:
  -3dshockwave
  -soft_particles
  -post_process
  -fxaa
  -fb_explosions
  -ballistic_gauge
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -mod mediavps_3612
Building file index...
Found root pack 'C:\Freespace 2\mediavps_3612\0 fs2_primaries.vp' with a checksum of 0xbfadf6e9
Found root pack 'C:\Freespace 2\mediavps_3612\0 HTL-Maat.vp' with a checksum of 0xca4c4032
Found root pack 'C:\Freespace 2\mediavps_3612\0 HTL-Mentu.vp' with a checksum of 0xa27e45db
Found root pack 'C:\Freespace 2\mediavps_3612\0 MV_CB_ANI_1.vp' with a checksum of 0x6b831455
Found root pack 'C:\Freespace 2\mediavps_3612\0 MV_CB_ANI_2.vp' with a checksum of 0xb58a1f46
Found root pack 'C:\Freespace 2\mediavps_3612\0 NewPtah.vp' with a checksum of 0xae75fe69
Found root pack 'C:\Freespace 2\mediavps_3612\0 nicer nebulae.vp' with a checksum of 0x4ef6f4b8
Found root pack 'C:\Freespace 2\mediavps_3612\0 Rak_Ultra.vp' with a checksum of 0x0ccbbc15
Found root pack 'C:\Freespace 2\mediavps_3612\0 sathanas_bobbtmann_4096.vp' with a checksum of 0x7b895c05
Found root pack 'C:\Freespace 2\mediavps_3612\0 SobekMod-FTW.vp' with a checksum of 0xcadfbfeb
Found root pack 'C:\Freespace 2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Freespace 2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'C:\Freespace 2\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x9238c8ed
Found root pack 'C:\Freespace 2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Freespace 2\mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'C:\Freespace 2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Freespace 2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'C:\Freespace 2\mediavps_3612\MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack 'C:\Freespace 2\mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'C:\Freespace 2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\Freespace 2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'C:\Freespace 2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Freespace 2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\Freespace 2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Freespace 2\mediavps_3612\' ... 45 files
Searching root pack 'C:\Freespace 2\mediavps_3612\0 fs2_primaries.vp' ... 32 files
Searching root pack 'C:\Freespace 2\mediavps_3612\0 HTL-Maat.vp' ... 7 files
Searching root pack 'C:\Freespace 2\mediavps_3612\0 HTL-Mentu.vp' ... 10 files
Searching root pack 'C:\Freespace 2\mediavps_3612\0 MV_CB_ANI_1.vp' ... 32 files
Searching root pack 'C:\Freespace 2\mediavps_3612\0 MV_CB_ANI_2.vp' ... 52 files
Searching root pack 'C:\Freespace 2\mediavps_3612\0 NewPtah.vp' ... 12 files
Searching root pack 'C:\Freespace 2\mediavps_3612\0 nicer nebulae.vp' ... 57 files
Searching root pack 'C:\Freespace 2\mediavps_3612\0 Rak_Ultra.vp' ... 12 files
Searching root pack 'C:\Freespace 2\mediavps_3612\0 sathanas_bobbtmann_4096.vp' ... 18 files
Searching root pack 'C:\Freespace 2\mediavps_3612\0 SobekMod-FTW.vp' ... 11 files
Searching root pack 'C:\Freespace 2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'C:\Freespace 2\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'C:\Freespace 2\mediavps_3612\MV_Assets.3612.vp' ... 302 files
Searching root pack 'C:\Freespace 2\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'C:\Freespace 2\mediavps_3612\MV_Effects.3612.vp' ... 10 files
Searching root pack 'C:\Freespace 2\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'C:\Freespace 2\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'C:\Freespace 2\mediavps_3612\MV_RadarIcons.vp' ... 24 files
Searching root pack 'C:\Freespace 2\mediavps_3612\MV_Root.3612.vp' ... 13 files
Searching root pack 'C:\Freespace 2\mediavps_3612\MV_Root.vp' ... 94 files
Searching root 'C:\Freespace 2\' ... 113 files
Searching root pack 'C:\Freespace 2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'C:\Freespace 2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Freespace 2\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\Freespace 2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Freespace 2\warble_fs2.vp' ... 52 files
Found 34 roots and 14625 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX enabled: NO
  Playback device: Generic Software on Haut-parleurs (Realtek High Definition Audio)
  Capture device: Microphone (Realtek High Defini
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1280x1024 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor    : NVIDIA Corporation
  OpenGL Renderer  : GeForce 8800 GTS/PCIe/SSE2
  OpenGL Version   : 3.3.0

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_NV_vertex_program3".
  Using extension "GL_EXT_geometry_shader4".
  Using extension "GL_EXT_texture_array".
  Using extension "GL_ARB_draw_instanced".
  Found special extension function "wglSwapIntervalEXT".

Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Depth-blended Particles
Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Distorted Particles

  Compiling post-processing shader 1 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: post-f.sdr
  Compiling post-processing shader 2 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
  Compiling post-processing shader 3 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
  Compiling post-processing shader 4 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: brightpass-f.sdr
  Compiling post-processing shader 5 ...
   Loading built-in default shader for: fxaa-v.sdr
   Loading built-in default shader for: fxaa-f.sdr
  Compiling post-processing shader 6 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: fxaapre-f.sdr
  Compiling post-processing shader 7 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: ls-f.sdr
  Compiling post-processing shader 8 ...
   Loading built-in default shader for: shadowdebug-v.sdr
   Loading built-in default shader for: shadowdebug-f.sdr

Title: Re: Shadows Beta 1 (05/08/2012)
Post by: swashmebuckle on August 07, 2012, 05:53:04 pm
log?
Suppose OpenGL 2.1 might have something to do with it...

[attachment removed and sold on the black market]
Title: Re: Shadows Beta 1 (05/08/2012)
Post by: KyadCK on August 07, 2012, 09:13:59 pm
(http://img195.imageshack.us/img195/3683/61121383.png)
(http://img266.imageshack.us/img266/6761/66227913.png)
(http://img59.imageshack.us/img59/447/98375027.png)
(Run on a Phenom II x4 at 4275Mhz and a 6970 at stock)

Woo!  :yes:  I mean, It was smooth in the trailer and intro, and I even had over 60fps in the moon part of Sunglare! Ignore that spike in Sunglare by the way, I grabbed a screenshot. FPS never dips there. I also didn't notice the nameplate problem.

Time to re-record things for youtube  :D
Title: Re: Shadows Beta 2 (27/08/2012)
Post by: Valathil on August 27, 2012, 02:23:30 pm
Bump for new Beta Version
Title: Re: Shadows Beta 2 (27/08/2012)
Post by: Kobrar44 on August 27, 2012, 05:22:09 pm
How bad it is if the performance dropped by over 20%? Yeah, this is after I complained about the good performance  :lol:
Title: Re: Shadows Beta 2 (27/08/2012)
Post by: Valathil on August 27, 2012, 07:58:49 pm
How bad it is if the performance dropped by over 20%? Yeah, this is after I complained about the good performance  :lol:
20% in relation to what beta 1? not possible I didn't change anything performance wise. might be your screwing around with drivers.
Title: Re: Shadows Beta 2 (27/08/2012)
Post by: Talon 1024 on August 27, 2012, 08:59:47 pm
The launcher can't open the flag file in this EXE. I can't even run the game. Windows XP complains that it is not a valid Win32 application.
Title: Re: Shadows Beta 2 (27/08/2012)
Post by: den5 on August 28, 2012, 03:56:42 am
The launcher can't open the flag file in this EXE. I can't even run the game. Windows XP complains that it is not a valid Win32 application.
I've got same problem.
Title: Re: Shadows Beta 2 (27/08/2012)
Post by: Valathil on August 28, 2012, 07:52:52 am
that's probably visual studio 2012 fault. either its a 64 bit build or its not compatible with winxp I don't know yet which in the meantime could somebody build a vs 2010 from the patch and post it please?
Title: Re: Shadows Beta 2 (27/08/2012)
Post by: The E on August 28, 2012, 08:48:33 am
Yeah, that's one of the very annoying things in VS2012. I'll put up XP-compatible builds soon.
Title: Re: Shadows Beta 2 (27/08/2012)
Post by: Kobrar44 on August 28, 2012, 10:45:45 am
20% in relation to what beta 1? not possible I didn't change anything performance wise. might be your screwing around with drivers.
Just reinstalled the drivers. 301.42. Both Beta 1 and Beta 2 on exact same settings, quality 2. Yesterday I got the same results and without shadows beta 2 plays faster, as it should.
Chart from today:
(http://i47.tinypic.com/160z8zn.jpg)
Is there anything I could mess up?
Also, these are built on Visual 2010 but dunno if work on XP.
http://www.mediafire.com/?avaqzvotd35fvbe (http://www.mediafire.com/?avaqzvotd35fvbe)
Title: Re: Shadows Beta 2 (27/08/2012)
Post by: Valathil on August 28, 2012, 11:51:39 am
Kobrar i just confirmed the performnace loss on my machine as well even tho its not as pronounced. For the technical minded its because i changed the shadow generation code to use ship_render instead of doing model_render to get clip planes and external weapon models and stuff and the ship_render function enables textures and stuff. So now EVEN though it doesnt render the color buffer and only the depth buffer for the shadow maps IT STILL EXECUTES the fragment shader for every pixel!!! Talk about dumb drivers. Dont worry i already fixed it and will post Beta 3 soon the new Beta is in the first post.

For comparison:
(https://docs.google.com/spreadsheet/oimg?key=0AqWZPyuAdLfddGZiRXVUcXBZcXFVVEJCZ0lwakpaeEE&oid=2&zx=c5ffymi1hcrs)
Title: Re: Shadows Beta 3 (28/08/2012)
Post by: chief1983 on August 30, 2012, 07:03:38 pm
Tried building on Xcode 3.2.6 again, got some more compilation errors.  Don't have time to check if any are in trunk at the moment, headed out the door.  I'll probably try Xcode 4 later.  I can't remember if these were already seen in the earlier beta or not.

Code: [Select]
=== BUILD NATIVE TARGET jpeg OF PROJECT FS2_Open WITH CONFIGURATION Debug_Inferno ===
Check dependencies

=== BUILD NATIVE TARGET lua OF PROJECT FS2_Open WITH CONFIGURATION Debug_Inferno ===
Check dependencies

=== BUILD NATIVE TARGET code OF PROJECT FS2_Open WITH CONFIGURATION Debug_Inferno ===
Check dependencies
CompileC build/FS2_Open.build/Debug_Inferno/code.build/Objects-normal/ppc/gropenglshader.o ../../code/graphics/gropenglshader.cpp normal ppc c++ com.apple.compilers.gcc.4_0
    cd /Users/cliff.gordon/fs2open/projects/Xcode
    setenv LANG en_US.US-ASCII
    /Developer-3.2.6/usr/bin/gcc-4.0 -x c++ -arch ppc -fmessage-length=0 -pipe -Wno-trigraphs -fpascal-strings -fasm-blocks -O0 -D_DEBUG -DSCP_UNIX -DUSE_OPENAL -DAPPLE_APP -DINF_BUILD -isysroot /Developer-3.2.6/SDKs/MacOSX10.4u.sdk -mtune=G5 -mmacosx-version-min=10.4 -gdwarf-2 -I/Users/cliff.gordon/fs2open/projects/Xcode/build/FS2_Open.build/Debug_Inferno/code.build/code.hmap -Wno-char-subscripts -F/Users/cliff.gordon/fs2open/projects/Xcode/build/Debug_Inferno -F/Users/cliff.gordon/fs2open/projects/Xcode/Frameworks -I/Users/cliff.gordon/fs2open/projects/Xcode/build/Debug_Inferno/include -I../../code -IFrameworks/Ogg.framework/Headers -IFrameworks/Vorbis.framework/Headers -IFrameworks/Theora.framework/Headers -IFrameworks/SDL.framework/Headers -I/Developer-3.2.6/SDKs/MacOSX10.4u.sdk/System/Library/Frameworks/OpenAL.framework/Headers -I/Developer-3.2.6/SDKs/MacOSX10.4u.sdk/System/Library/Frameworks/OpenGL.framework/Headers -I/Users/cliff.gordon/fs2open/projects/Xcode/build/FS2_Open.build/Debug_Inferno/code.build/DerivedSources/ppc -I/Users/cliff.gordon/fs2open/projects/Xcode/build/FS2_Open.build/Debug_Inferno/code.build/DerivedSources -c /Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropenglshader.cpp -o /Users/cliff.gordon/fs2open/projects/Xcode/build/FS2_Open.build/Debug_Inferno/code.build/Objects-normal/ppc/gropenglshader.o

/Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropenglshader.cpp: In function 'void* opengl_shader_compile_object(const GLcharARB*, GLenum)':
/Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropenglshader.cpp:533: error: 'GL_GEOMETRY_SHADER_EXT' was not declared in this scope
/Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropenglshader.cpp:545: error: 'GL_GEOMETRY_SHADER_EXT' was not declared in this scope
/Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropenglshader.cpp: In function 'void* opengl_shader_link_object(void*, void*, void*)':
/Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropenglshader.cpp:577: error: 'glProgramParameteriEXTProcPtr' was not declared in this scope
/Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropenglshader.cpp:577: error: expected `)' before 'GL_Functions'
/Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropenglshader.cpp:578: error: 'glProgramParameteriEXTProcPtr' was not declared in this scope
/Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropenglshader.cpp:578: error: expected `)' before 'GL_Functions'
/Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropenglshader.cpp:579: error: 'glProgramParameteriEXTProcPtr' was not declared in this scope
/Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropenglshader.cpp:579: error: expected `)' before 'GL_Functions'
/Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropenglshader.cpp: In function 'void* opengl_shader_create(const char*, const char*, const char*)':
/Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropenglshader.cpp:640: error: 'GL_GEOMETRY_SHADER_EXT' was not declared in this scope
CompileC build/FS2_Open.build/Debug_Inferno/code.build/Objects-normal/ppc/gropenglstate.o ../../code/graphics/gropenglstate.cpp normal ppc c++ com.apple.compilers.gcc.4_0
    cd /Users/cliff.gordon/fs2open/projects/Xcode
    setenv LANG en_US.US-ASCII
    /Developer-3.2.6/usr/bin/gcc-4.0 -x c++ -arch ppc -fmessage-length=0 -pipe -Wno-trigraphs -fpascal-strings -fasm-blocks -O0 -D_DEBUG -DSCP_UNIX -DUSE_OPENAL -DAPPLE_APP -DINF_BUILD -isysroot /Developer-3.2.6/SDKs/MacOSX10.4u.sdk -mtune=G5 -mmacosx-version-min=10.4 -gdwarf-2 -I/Users/cliff.gordon/fs2open/projects/Xcode/build/FS2_Open.build/Debug_Inferno/code.build/code.hmap -Wno-char-subscripts -F/Users/cliff.gordon/fs2open/projects/Xcode/build/Debug_Inferno -F/Users/cliff.gordon/fs2open/projects/Xcode/Frameworks -I/Users/cliff.gordon/fs2open/projects/Xcode/build/Debug_Inferno/include -I../../code -IFrameworks/Ogg.framework/Headers -IFrameworks/Vorbis.framework/Headers -IFrameworks/Theora.framework/Headers -IFrameworks/SDL.framework/Headers -I/Developer-3.2.6/SDKs/MacOSX10.4u.sdk/System/Library/Frameworks/OpenAL.framework/Headers -I/Developer-3.2.6/SDKs/MacOSX10.4u.sdk/System/Library/Frameworks/OpenGL.framework/Headers -I/Users/cliff.gordon/fs2open/projects/Xcode/build/FS2_Open.build/Debug_Inferno/code.build/DerivedSources/ppc -I/Users/cliff.gordon/fs2open/projects/Xcode/build/FS2_Open.build/Debug_Inferno/code.build/DerivedSources -c /Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropenglstate.cpp -o /Users/cliff.gordon/fs2open/projects/Xcode/build/FS2_Open.build/Debug_Inferno/code.build/Objects-normal/ppc/gropenglstate.o

/Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropenglstate.cpp: In member function 'void opengl_texture_state::Enable(GLuint)':
/Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropenglstate.cpp:215: error: 'GL_TEXTURE_2D_ARRAY_EXT' was not declared in this scope
/Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropenglstate.cpp: In member function 'void opengl_texture_state::Disable(bool)':
/Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropenglstate.cpp:235: error: 'GL_TEXTURE_2D_ARRAY_EXT' was not declared in this scope
CompileC build/FS2_Open.build/Debug_Inferno/code.build/Objects-normal/i386/gropenglstate.o ../../code/graphics/gropenglstate.cpp normal i386 c++ com.apple.compilers.gcc.4_0
    cd /Users/cliff.gordon/fs2open/projects/Xcode
    setenv LANG en_US.US-ASCII
    /Developer-3.2.6/usr/bin/gcc-4.0 -x c++ -arch i386 -fmessage-length=0 -pipe -Wno-trigraphs -fpascal-strings -fasm-blocks -O0 -D_DEBUG -DSCP_UNIX -DUSE_OPENAL -DAPPLE_APP -DINF_BUILD -isysroot /Developer-3.2.6/SDKs/MacOSX10.4u.sdk -mmacosx-version-min=10.4 -gdwarf-2 -I/Users/cliff.gordon/fs2open/projects/Xcode/build/FS2_Open.build/Debug_Inferno/code.build/code.hmap -Wno-char-subscripts -F/Users/cliff.gordon/fs2open/projects/Xcode/build/Debug_Inferno -F/Users/cliff.gordon/fs2open/projects/Xcode/Frameworks -I/Users/cliff.gordon/fs2open/projects/Xcode/build/Debug_Inferno/include -I../../code -IFrameworks/Ogg.framework/Headers -IFrameworks/Vorbis.framework/Headers -IFrameworks/Theora.framework/Headers -IFrameworks/SDL.framework/Headers -I/Developer-3.2.6/SDKs/MacOSX10.4u.sdk/System/Library/Frameworks/OpenAL.framework/Headers -I/Developer-3.2.6/SDKs/MacOSX10.4u.sdk/System/Library/Frameworks/OpenGL.framework/Headers -I/Users/cliff.gordon/fs2open/projects/Xcode/build/FS2_Open.build/Debug_Inferno/code.build/DerivedSources/i386 -I/Users/cliff.gordon/fs2open/projects/Xcode/build/FS2_Open.build/Debug_Inferno/code.build/DerivedSources -c /Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropenglstate.cpp -o /Users/cliff.gordon/fs2open/projects/Xcode/build/FS2_Open.build/Debug_Inferno/code.build/Objects-normal/i386/gropenglstate.o

/Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropenglstate.cpp: In member function 'void opengl_texture_state::Enable(GLuint)':
/Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropenglstate.cpp:215: error: 'GL_TEXTURE_2D_ARRAY_EXT' was not declared in this scope
/Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropenglstate.cpp: In member function 'void opengl_texture_state::Disable(bool)':
/Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropenglstate.cpp:235: error: 'GL_TEXTURE_2D_ARRAY_EXT' was not declared in this scope
CompileC build/FS2_Open.build/Debug_Inferno/code.build/Objects-normal/i386/gropengltnl.o ../../code/graphics/gropengltnl.cpp normal i386 c++ com.apple.compilers.gcc.4_0
    cd /Users/cliff.gordon/fs2open/projects/Xcode
    setenv LANG en_US.US-ASCII
    /Developer-3.2.6/usr/bin/gcc-4.0 -x c++ -arch i386 -fmessage-length=0 -pipe -Wno-trigraphs -fpascal-strings -fasm-blocks -O0 -D_DEBUG -DSCP_UNIX -DUSE_OPENAL -DAPPLE_APP -DINF_BUILD -isysroot /Developer-3.2.6/SDKs/MacOSX10.4u.sdk -mmacosx-version-min=10.4 -gdwarf-2 -I/Users/cliff.gordon/fs2open/projects/Xcode/build/FS2_Open.build/Debug_Inferno/code.build/code.hmap -Wno-char-subscripts -F/Users/cliff.gordon/fs2open/projects/Xcode/build/Debug_Inferno -F/Users/cliff.gordon/fs2open/projects/Xcode/Frameworks -I/Users/cliff.gordon/fs2open/projects/Xcode/build/Debug_Inferno/include -I../../code -IFrameworks/Ogg.framework/Headers -IFrameworks/Vorbis.framework/Headers -IFrameworks/Theora.framework/Headers -IFrameworks/SDL.framework/Headers -I/Developer-3.2.6/SDKs/MacOSX10.4u.sdk/System/Library/Frameworks/OpenAL.framework/Headers -I/Developer-3.2.6/SDKs/MacOSX10.4u.sdk/System/Library/Frameworks/OpenGL.framework/Headers -I/Users/cliff.gordon/fs2open/projects/Xcode/build/FS2_Open.build/Debug_Inferno/code.build/DerivedSources/i386 -I/Users/cliff.gordon/fs2open/projects/Xcode/build/FS2_Open.build/Debug_Inferno/code.build/DerivedSources -c /Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropengltnl.cpp -o /Users/cliff.gordon/fs2open/projects/Xcode/build/FS2_Open.build/Debug_Inferno/code.build/Objects-normal/i386/gropengltnl.o

/Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropengltnl.cpp: In function 'void opengl_tnl_init()':
/Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropengltnl.cpp:502: error: 'GL_TEXTURE_2D_ARRAY_EXT' was not declared in this scope
/Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropengltnl.cpp:510: error: 'GL_COMPARE_REF_DEPTH_TO_TEXTURE_EXT' was not declared in this scope
/Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropengltnl.cpp:516: error: 'glFramebufferTextureEXTProcPtr' was not declared in this scope
/Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropengltnl.cpp:516: error: expected `)' before 'GL_Functions'
/Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropengltnl.cpp: In function 'void opengl_render_pipeline_program(int, const vertex_buffer*, const buffer_data*, int)':
/Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropengltnl.cpp:816: error: 'GL_TEXTURE_2D_ARRAY_EXT' was not declared in this scope
CompileC build/FS2_Open.build/Debug_Inferno/code.build/Objects-normal/i386/gropenglshader.o ../../code/graphics/gropenglshader.cpp normal i386 c++ com.apple.compilers.gcc.4_0
    cd /Users/cliff.gordon/fs2open/projects/Xcode
    setenv LANG en_US.US-ASCII
    /Developer-3.2.6/usr/bin/gcc-4.0 -x c++ -arch i386 -fmessage-length=0 -pipe -Wno-trigraphs -fpascal-strings -fasm-blocks -O0 -D_DEBUG -DSCP_UNIX -DUSE_OPENAL -DAPPLE_APP -DINF_BUILD -isysroot /Developer-3.2.6/SDKs/MacOSX10.4u.sdk -mmacosx-version-min=10.4 -gdwarf-2 -I/Users/cliff.gordon/fs2open/projects/Xcode/build/FS2_Open.build/Debug_Inferno/code.build/code.hmap -Wno-char-subscripts -F/Users/cliff.gordon/fs2open/projects/Xcode/build/Debug_Inferno -F/Users/cliff.gordon/fs2open/projects/Xcode/Frameworks -I/Users/cliff.gordon/fs2open/projects/Xcode/build/Debug_Inferno/include -I../../code -IFrameworks/Ogg.framework/Headers -IFrameworks/Vorbis.framework/Headers -IFrameworks/Theora.framework/Headers -IFrameworks/SDL.framework/Headers -I/Developer-3.2.6/SDKs/MacOSX10.4u.sdk/System/Library/Frameworks/OpenAL.framework/Headers -I/Developer-3.2.6/SDKs/MacOSX10.4u.sdk/System/Library/Frameworks/OpenGL.framework/Headers -I/Users/cliff.gordon/fs2open/projects/Xcode/build/FS2_Open.build/Debug_Inferno/code.build/DerivedSources/i386 -I/Users/cliff.gordon/fs2open/projects/Xcode/build/FS2_Open.build/Debug_Inferno/code.build/DerivedSources -c /Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropenglshader.cpp -o /Users/cliff.gordon/fs2open/projects/Xcode/build/FS2_Open.build/Debug_Inferno/code.build/Objects-normal/i386/gropenglshader.o

/Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropenglshader.cpp: In function 'void* opengl_shader_compile_object(const GLcharARB*, GLenum)':
/Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropenglshader.cpp:533: error: 'GL_GEOMETRY_SHADER_EXT' was not declared in this scope
/Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropenglshader.cpp:545: error: 'GL_GEOMETRY_SHADER_EXT' was not declared in this scope
/Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropenglshader.cpp: In function 'void* opengl_shader_link_object(void*, void*, void*)':
/Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropenglshader.cpp:577: error: 'glProgramParameteriEXTProcPtr' was not declared in this scope
/Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropenglshader.cpp:577: error: expected `)' before 'GL_Functions'
/Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropenglshader.cpp:578: error: 'glProgramParameteriEXTProcPtr' was not declared in this scope
/Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropenglshader.cpp:578: error: expected `)' before 'GL_Functions'
/Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropenglshader.cpp:579: error: 'glProgramParameteriEXTProcPtr' was not declared in this scope
/Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropenglshader.cpp:579: error: expected `)' before 'GL_Functions'
/Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropenglshader.cpp: In function 'void* opengl_shader_create(const char*, const char*, const char*)':
/Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropenglshader.cpp:640: error: 'GL_GEOMETRY_SHADER_EXT' was not declared in this scope
CompileC build/FS2_Open.build/Debug_Inferno/code.build/Objects-normal/ppc/gropengltnl.o ../../code/graphics/gropengltnl.cpp normal ppc c++ com.apple.compilers.gcc.4_0
    cd /Users/cliff.gordon/fs2open/projects/Xcode
    setenv LANG en_US.US-ASCII
    /Developer-3.2.6/usr/bin/gcc-4.0 -x c++ -arch ppc -fmessage-length=0 -pipe -Wno-trigraphs -fpascal-strings -fasm-blocks -O0 -D_DEBUG -DSCP_UNIX -DUSE_OPENAL -DAPPLE_APP -DINF_BUILD -isysroot /Developer-3.2.6/SDKs/MacOSX10.4u.sdk -mtune=G5 -mmacosx-version-min=10.4 -gdwarf-2 -I/Users/cliff.gordon/fs2open/projects/Xcode/build/FS2_Open.build/Debug_Inferno/code.build/code.hmap -Wno-char-subscripts -F/Users/cliff.gordon/fs2open/projects/Xcode/build/Debug_Inferno -F/Users/cliff.gordon/fs2open/projects/Xcode/Frameworks -I/Users/cliff.gordon/fs2open/projects/Xcode/build/Debug_Inferno/include -I../../code -IFrameworks/Ogg.framework/Headers -IFrameworks/Vorbis.framework/Headers -IFrameworks/Theora.framework/Headers -IFrameworks/SDL.framework/Headers -I/Developer-3.2.6/SDKs/MacOSX10.4u.sdk/System/Library/Frameworks/OpenAL.framework/Headers -I/Developer-3.2.6/SDKs/MacOSX10.4u.sdk/System/Library/Frameworks/OpenGL.framework/Headers -I/Users/cliff.gordon/fs2open/projects/Xcode/build/FS2_Open.build/Debug_Inferno/code.build/DerivedSources/ppc -I/Users/cliff.gordon/fs2open/projects/Xcode/build/FS2_Open.build/Debug_Inferno/code.build/DerivedSources -c /Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropengltnl.cpp -o /Users/cliff.gordon/fs2open/projects/Xcode/build/FS2_Open.build/Debug_Inferno/code.build/Objects-normal/ppc/gropengltnl.o

/Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropengltnl.cpp: In function 'void opengl_tnl_init()':
/Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropengltnl.cpp:502: error: 'GL_TEXTURE_2D_ARRAY_EXT' was not declared in this scope
/Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropengltnl.cpp:510: error: 'GL_COMPARE_REF_DEPTH_TO_TEXTURE_EXT' was not declared in this scope
/Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropengltnl.cpp:516: error: 'glFramebufferTextureEXTProcPtr' was not declared in this scope
/Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropengltnl.cpp:516: error: expected `)' before 'GL_Functions'
/Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropengltnl.cpp: In function 'void opengl_render_pipeline_program(int, const vertex_buffer*, const buffer_data*, int)':
/Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropengltnl.cpp:816: error: 'GL_TEXTURE_2D_ARRAY_EXT' was not declared in this scope

=== BUILD NATIVE TARGET png OF PROJECT FS2_Open WITH CONFIGURATION Debug_Inferno ===
Check dependencies

=== BUILD NATIVE TARGET zlib OF PROJECT FS2_Open WITH CONFIGURATION Debug_Inferno ===
Check dependencies

=== BUILD NATIVE TARGET FS2_Open OF PROJECT FS2_Open WITH CONFIGURATION Debug_Inferno ===
Check dependencies
Ld "build/FS2_Open.build/Debug_Inferno/FS2_Open.build/Objects-normal/ppc/FS2_Open-Inferno (debug)" normal ppc
    cd /Users/cliff.gordon/fs2open/projects/Xcode
    setenv MACOSX_DEPLOYMENT_TARGET 10.4
    /Developer-3.2.6/usr/bin/g++-4.0 -arch ppc -isysroot /Developer-3.2.6/SDKs/MacOSX10.4u.sdk -L/Users/cliff.gordon/fs2open/projects/Xcode/build/Debug_Inferno -L/Users/cliff.gordon/fs2open/projects/Xcode/build/Debug_Inferno -F/Users/cliff.gordon/fs2open/projects/Xcode/build/Debug_Inferno -FFrameworks -filelist "/Users/cliff.gordon/fs2open/projects/Xcode/build/FS2_Open.build/Debug_Inferno/FS2_Open.build/Objects-normal/ppc/FS2_Open-Inferno (debug).LinkFileList" -mmacosx-version-min=10.4 -framework SDL -lSystemStubs -framework Cocoa -framework OpenGL -framework GLUT -framework OpenAL -framework SDL -ljpeg -lcode -llua -lpng -lzlib -framework Ogg -framework Vorbis -framework Theora -o "/Users/cliff.gordon/fs2open/projects/Xcode/build/FS2_Open.build/Debug_Inferno/FS2_Open.build/Objects-normal/ppc/FS2_Open-Inferno (debug)"

ld: library not found for -lcode
collect2: ld returned 1 exit status
Command /Developer-3.2.6/usr/bin/g++-4.0 failed with exit code 1
Command /Developer-3.2.6/usr/bin/g++-4.0 failed with exit code 1
Ld "build/FS2_Open.build/Debug_Inferno/FS2_Open.build/Objects-normal/i386/FS2_Open-Inferno (debug)" normal i386
    cd /Users/cliff.gordon/fs2open/projects/Xcode
    setenv MACOSX_DEPLOYMENT_TARGET 10.4
    /Developer-3.2.6/usr/bin/g++-4.0 -arch i386 -isysroot /Developer-3.2.6/SDKs/MacOSX10.4u.sdk -L/Users/cliff.gordon/fs2open/projects/Xcode/build/Debug_Inferno -L/Users/cliff.gordon/fs2open/projects/Xcode/build/Debug_Inferno -F/Users/cliff.gordon/fs2open/projects/Xcode/build/Debug_Inferno -FFrameworks -filelist "/Users/cliff.gordon/fs2open/projects/Xcode/build/FS2_Open.build/Debug_Inferno/FS2_Open.build/Objects-normal/i386/FS2_Open-Inferno (debug).LinkFileList" -mmacosx-version-min=10.4 -framework SDL -lSystemStubs -framework Cocoa -framework OpenGL -framework GLUT -framework OpenAL -framework SDL -ljpeg -lcode -llua -lpng -lzlib -framework Ogg -framework Vorbis -framework Theora -o "/Users/cliff.gordon/fs2open/projects/Xcode/build/FS2_Open.build/Debug_Inferno/FS2_Open.build/Objects-normal/i386/FS2_Open-Inferno (debug)"

ld: library not found for -lcode
collect2: ld returned 1 exit status
Command /Developer-3.2.6/usr/bin/g++-4.0 failed with exit code 1
Command /Developer-3.2.6/usr/bin/g++-4.0 failed with exit code 1
** BUILD FAILED **


The following build commands failed:
code:
CompileC build/FS2_Open.build/Debug_Inferno/code.build/Objects-normal/ppc/gropenglstate.o /Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropenglstate.cpp normal ppc c++ com.apple.compilers.gcc.4_0
CompileC build/FS2_Open.build/Debug_Inferno/code.build/Objects-normal/i386/gropenglstate.o /Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropenglstate.cpp normal i386 c++ com.apple.compilers.gcc.4_0
CompileC build/FS2_Open.build/Debug_Inferno/code.build/Objects-normal/ppc/gropenglshader.o /Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropenglshader.cpp normal ppc c++ com.apple.compilers.gcc.4_0
CompileC build/FS2_Open.build/Debug_Inferno/code.build/Objects-normal/i386/gropenglshader.o /Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropenglshader.cpp normal i386 c++ com.apple.compilers.gcc.4_0
CompileC build/FS2_Open.build/Debug_Inferno/code.build/Objects-normal/i386/gropengltnl.o /Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropengltnl.cpp normal i386 c++ com.apple.compilers.gcc.4_0
CompileC build/FS2_Open.build/Debug_Inferno/code.build/Objects-normal/ppc/gropengltnl.o /Users/cliff.gordon/fs2open/projects/Xcode/../../code/graphics/gropengltnl.cpp normal ppc c++ com.apple.compilers.gcc.4_0
FS2_Open:
Ld "/Users/cliff.gordon/fs2open/projects/Xcode/build/FS2_Open.build/Debug_Inferno/FS2_Open.build/Objects-normal/ppc/FS2_Open-Inferno (debug)" normal ppc
Ld "/Users/cliff.gordon/fs2open/projects/Xcode/build/FS2_Open.build/Debug_Inferno/FS2_Open.build/Objects-normal/i386/FS2_Open-Inferno (debug)" normal i386
(8 failures)
Title: Re: Shadows Beta 3 (28/08/2012)
Post by: Valathil on August 31, 2012, 10:22:38 am
yeah that's because the old framework doesn't have those extensions. might be prudent to think about including them into our own headers to get a build that's 10.6 compatible just the shadows work only on 10.7
Title: Re: Shadows Beta 3 (28/08/2012)
Post by: chief1983 on August 31, 2012, 02:52:23 pm
They're in the 10.6 SDK, just not the 10.4u SDK :P
Title: Re: Shadows Beta 3 (28/08/2012)
Post by: Dark RevenantX on September 01, 2012, 03:53:10 am
I did some benchmarking when I got bored.  Here are my results:



Artemis Station (WiH Intro)

Beta 3
Max: 137.8 fps
Min: 53.4 fps
Avg: 87.3 fps

Beta 1
Max: 129.4 fps
Min: 40.6 fps
Avg: 72.8 fps

RC 8
Max: 154.4 fps
Min: 48.9 fps
Avg: 90.4 fps


Launcher Flags (Shadow Builds): -missile_lighting -3dshockwave -post_process -soft_particles -fxaa -no_vsync -3dwarp -warp_flash -snd_preload -mipmap -fb_explosions -fps -fxaa_preset 6 -shadow_quality 2

Launcher Flags (Release Candidate 8): -spec -glow -env -mipmap -missile_lighting -normal -3dshockwave -post_process -soft_particles -fxaa -no_vsync -3dwarp -warp_flash -snd_preload -fb_explosions -fps -fxaa_preset 6

0x MSAA (MSAA is not possible with these settings)
16x AF
1920x1080 resolution


Specs:
4.4Ghz Intel Core i5 2500K
~1.23GHz Nvidia GeForce GTX 670 (2GB)
8GB DDR3 RAM (1.6GHz)
256GB Crucial M4 SSD
Asus Xonar Essence STX




In the graph, blue is Beta 3, red is Beta 1, and green is RC 8.  Keep in mind that the results are skewed slightly because FS2 tries (and apparently fails in various ways) to framelimit itself to 125fps.  I was also running 9 Firefox tabs, Trillian, Steam, Skype, Speedfan and PrecisionX, my sound card's driver software, and the StarCraft II Map Editor (only the trigger editor; it wasn't using GPU power).

[attachment removed and sold on the black market]
Title: Re: Shadows Beta 3 (28/08/2012)
Post by: Valathil on September 01, 2012, 12:57:32 pm
Interesting it seems shadows are kinda not noticeable on your Setup. Nice.
Title: Re: Shadows Beta 3 (28/08/2012)
Post by: Nemesis6 on September 01, 2012, 04:55:19 pm
Spotted a bug -- After retrying a mission a few times, I am able to simply fly through capital ships, my weapons doing the same. Turrets seem exempt, though.
Title: Re: Shadows Beta 3 (28/08/2012)
Post by: Valathil on September 01, 2012, 06:58:23 pm
thats not me thats go_even_faster
Title: Re: Shadows Beta 3 (28/08/2012)
Post by: Spoon on September 10, 2012, 05:40:28 pm
I'm getting some wierdness with them shadow builds
(http://img62.imageshack.us/img62/265/screen0197.png)
Certain shield effects being wierd like this (not all of them oddly enough)

(http://img706.imageshack.us/img706/5268/screen0198.png)
And subtitles-images being pasted onto the skybox

I've also witnessed the loading progress bar being displayed twice ontop of each other and the shockwave effect being wierdly cut up and distorted.
Title: Re: Shadows Beta 3 (28/08/2012)
Post by: Angelus on September 11, 2012, 02:21:29 pm
Foreshadowing events, things that put our faith to a test, things that have an impact on billions of lifes, things that change the face of our Galaxy and our perception of reality itself,
are just written in the stars.  :P
Title: Re: Shadows Beta 3 (28/08/2012)
Post by: Valathil on September 11, 2012, 05:13:55 pm
Foreshadowing events, things that put our faith to a test, things that have an impact on billions of lifes, things that change the face of our Galaxy and our perception of reality itself,
are just written in the stars.  :P
:wtf:

And Spoon : Shockwaves are fixed. I cant replicate the shield thing and i dont have a mission with subtitles-images i think. Are you sure this happens only in the shadow builds? The shockwave thing was a trunk issue. Can you acquire a current Trunk build and check please.
Title: Re: Shadows Beta 3 (28/08/2012)
Post by: Spoon on September 11, 2012, 07:15:46 pm
I'm positive, none of the issues I reported happen with the last build from trunk. (or any other build I have)

Foreshadowing events, things that put our faith to a test, things that have an impact on billions of lifes, things that change the face of our Galaxy and our perception of reality itself,
are just written in the stars.  :P
  :lol:
Title: Re: Shadows Beta 3 (28/08/2012)
Post by: Dragon on September 18, 2012, 04:44:33 am
Could you upload a new build, with the latest trunk features in? I'd like to play Diaspora with it.  :)
Title: Re: Shadows Beta 3 (28/08/2012)
Post by: torc on September 18, 2012, 08:02:51 am
All of us like to play Diaspora whit this :D
Title: Re: Shadows Beta 3.1 (18/09/2012)
Post by: Valathil on September 18, 2012, 11:09:37 am
Yeah yeah hold your horses.

There ya go: https://www.dropbox.com/s/kedv0fk2kcqyk6p/Shadows_Beta_3_1.7z
Title: Re: Shadows Beta 3.1 (18/09/2012)
Post by: torc on September 18, 2012, 12:41:36 pm
thanks Val....you're the man!
Title: Re: Shadows Beta 3.1 (18/09/2012)
Post by: Oddgrim on September 18, 2012, 02:17:05 pm
I cannot say how much coolness the shadows add into the game. well done so far! c:
Title: Re: Shadows Beta 3.1 (18/09/2012)
Post by: Sushi on September 18, 2012, 02:39:21 pm
If you're going to demand shadows in Diaspora, I demand screenshots/video. :)
Title: Re: Shadows Beta 3.1 (18/09/2012)
Post by: torc on September 18, 2012, 03:00:25 pm
Ok...i tested Diaspora whit the current shadows build:

I had significantly performance loss I(V-synch on whit shadows 35/40 fps whitout shadows 75 fps).
Plus, i noticed some differences comparing new build whit the old alpha build.

As a Diaspora dev, i tested the game in the same machine time ago whit the alpha build, and the preformance loss was almost not noticeable (5/10 fps).
Plus, if i went in the theseus landing pod or under a capship, the viper nose went affect by shadows...this isn't not happens anymore.

i'll make some tests whit other settings, but i hope this will help you Val.

EDIT: Did more tests, and i noticed that shadows works good in external camera view...seems that issue is only for 1st person view.
The shadows seems more pixellated than in the alpha build, bit IIRC there was a way to modify the shadows quality... but i'm not shure about that.

My system:
AMD phenom II 965 BE
Sapphire hd 6850
4GB Ram
Asus Formula IV
Title: Re: Shadows Beta 3.1 (18/09/2012)
Post by: Ace on September 18, 2012, 04:48:55 pm
Having an option to disable shadows for cockpits would be good.
Title: Re: Shadows Beta 3.1 (18/09/2012)
Post by: torc on September 18, 2012, 04:53:51 pm
you right....but them would work on cockpits, then adding an option for disabling them :D
Title: Re: Shadows Beta 3.1 (18/09/2012)
Post by: Valathil on September 18, 2012, 05:27:01 pm
cockpits currently have no shadows. i would probably have to do another high resolution geometry pass to do cockpit shadows its not worth it in my opinion. i have an idea to increase the number of shadow slices but i have to benchmark that and see how the gpu holds up. if it negligible i could conceivably do cockpit shadows.
Title: Re: Shadows Beta 3.1 (18/09/2012)
Post by: Ace on September 18, 2012, 06:00:20 pm
Just tested them. If it wasn't for some bugs in trunk like the thruster issue that we fixed with the Diaspora patches (that need to go back to trunk) I'd stick with a shadow build.

All of the R1 missions look great with the shadow effects, my system is pretty heavy duty so no performance issues here.

[attachment removed and sold on the black market]
Title: Re: Shadows Beta 3.1 (18/09/2012)
Post by: Valathil on September 18, 2012, 06:22:08 pm
i just updated the archive on dropbox to fix a crash ive been having and to fix a black border in windowed mode so if you have crashes on mission load redownload.
Title: Re: Shadows Beta 3.1 (18/09/2012)
Post by: torc on September 19, 2012, 08:29:44 am
what i meant isn't the shadows into the cockpit model, but in what you see in 1st person view like the external hull, the nose etc.
I can understand that use shadows into cockpits should be more GPU expensive, but if you think about it, cockpits occupy half of your monitor...so having shadows outside and having all your fighter completely ''isolated'' from shadows seems a bit unconsistent IMO.

Plus, i can't explain the great performance loss compared to the alpha build... IIRC i tested a version where the shadows worked in 1st person view, and them were more high detailed than the current beta, but no FPS drops too much.

Anyway i'd like to point you did a great job on this, no complaints, just suggestions and feedbacks  :)
Title: Re: Shadows Beta 3.1 (18/09/2012)
Post by: Kobrar44 on September 19, 2012, 09:54:15 am
torc, how feasible would it be to make cockpit in the normal model a detailbox which is invisible at very short range and give the ship a 'show ship' flag so that from 1st person you only see a fuselage and a hole where the cockpit would be? This hole could be filled with external cockpit model which wouldn't receive any shadows as it doesn't now.
Title: Re: Shadows Beta 3.1 (18/09/2012)
Post by: Nighteyes on September 19, 2012, 10:04:12 am
torc, how feasible would it be to make cockpit in the normal model a detailbox which is invisible at very short range and give the ship a 'show ship' flag so that from 1st person you only see a fuselage and a hole where the cockpit would be? This hole could be filled with external cockpit model which wouldn't receive any shadows as it doesn't now.

The main problem with this method, is that the model of a simple fighter would become incredibly large, think about it, every single fighter, raptors, MK7e's will all be carrying around with them the high detailed cockpit and its textures...
Title: Re: Shadows Beta 3.1 (18/09/2012)
Post by: Kobrar44 on September 19, 2012, 10:09:25 am
It's not what I meant. I say, keep the EXTERNAL model, reduced to bare hpoly cockpit and FILL the hole in REGULAR ship model using engine features, if there are such. If there aren't, you have the coder support if you find this idea good enough. Fuselage with hole as 'show ship' plus hpoly cockpit as 'cockpit pof file'.
Title: Re: Shadows Beta 3.1 (18/09/2012)
Post by: torc on September 19, 2012, 10:30:38 am
Kobrar 44 thanks for the consideration... but i'm only an sound FX monkey :D

All the ideas here would be put under Valathil's eyes.
I'm just leaving feedback whit my shadows build  experience...since i've had the chance to test both alpha and beta whit Diaspora.
Title: Re: Shadows Beta 3.1 (18/09/2012)
Post by: Valathil on November 17, 2012, 12:27:23 pm
Shadows are now merged with the deferred lighting build @ http://www.hard-light.net/forums/index.php?topic=81376.0 (http://www.hard-light.net/forums/index.php?topic=81376.0)