Author Topic: 20080711 trunk (with normal map support)  (Read 30376 times)

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Offline Reef

  • 21
Re: 20080711 trunk (with normal map support)
I apologize that I interrupt. And sorry for my eng...
in this trunk i have some little problem and I have not found the decision of this bug.

shivan beams do not have the charge up effect.
In 3.6.9 all fine.

 

Offline Tinman

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Re: 20080711 trunk (with normal map support)
after updating the XCode project with the missing files (thanks Echelon9) it compiled (the win ones on VS6)

on all 3.6.10b mediavps

on MBP AtiX1600 (10.5.4) sdr1119.vp -normal activated -> normal maps not working

on PMG5 Nvidia7600GT (10.5.4) sdr1119.vp -normal activated -> normal maps not working, no or white shaded techroom models, game fs2main 1st mission white skybox colored model

on MBP AtiX1600 (wxpsp3) sdr1119.vp -normal activated -> i do not see a difference to no normal maps builds

what shader model is required? on an Ati9800pro wxpsp3 also no normal maps

 :(


 

Offline DaBrain

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Re: 20080711 trunk (with normal map support)
Take a look into the /data/fs2_open.log


A few lines under this[...]
Code: [Select]
Initializing OpenGL graphics device at 1024x768 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 GT/PCI/SSE2
  OpenGL Version    : 2.1.2
[...], you can see if the shaders compiled on your card.

Code: [Select]
Compiling shader->


Also check your OpenGL version.

The Radeon 9800 won't work with the shaders, as shader model 3.0 is the minimum required for the standard shaders.
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Please PM me in case you want to apply
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Offline chief1983

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Re: 20080711 trunk (with normal map support)
I'm using VS 2008, and my build is still failing after the fixed commit.  The only differences in my build setup from straight SVN are that I disabled UAC and have an extra scripting function, that's never been a problem before.  I'll attempt to do a completely clean unmodified build later, but I figured I'd post this now just in case it's not something I've changed.  All the files compile, it merely fails during linking now, with a large number of unresolved external symbols.  The build output is on rafb.

Edit:  Cleaned out any changed files, re-synced, compiled and it still failed.  I'm not going to pretend to have a clue as to why it's not compiling in 2008, so if someone else has any idea that'd really help.
« Last Edit: July 16, 2008, 02:43:47 pm by chief1983 »
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Offline Tinman

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Re: 20080711 trunk (with normal map support)
so, I made a debug build and here is the log
Code: [Select]
[...]
Found root pack '/Applications/Spiele/Freespace2/sdr1119.vp' with a checksum of 0xe13995b9
[...]

Initializing OpenGL graphics device at 1440x900 with 32-bit color...
  Initializing SDL...
  Requested SDL Video values = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1
  Actual SDL Video values    = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1
  OpenGL Vendor     : ATI Technologies Inc.
  OpenGL Renderer   : ATI Radeon X1600 OpenGL Engine
  OpenGL Version    : 2.0 ATI-1.5.28


  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".
  Unable to find extension "GL_ATI_shader_texture_lod".

  Max texture units: 8 (8)
  Max elements vertices: 2048
  Max elements indices: 150000
  Max texture size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
... OpenGL init is complete!


no compiling shaders in the log , problem found  :)

 

Offline taylor

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Re: 20080711 trunk (with normal map support)
@Tinman:  It's known to have a couple of issues under OS X for some reason.  Not sure if it's hardware or driver related though.  In this particular case it is looking for one of two extensions when give some basic indication whether your card is SM2.0 or SM3.0 capable.  It will look for "GL_NV_vertex_program3" or "GL_ATI_shader_texture_lod", and since it doesn't find either of them the code automatically disables GLSL support in order to avoid broken shader compilation or outright crashes.


I'm using VS 2008, and my build is still failing after the fixed commit.  The only differences in my build setup from straight SVN are that I disabled UAC and have an extra scripting function, that's never been a problem before.  I'll attempt to do a completely clean unmodified build later, but I figured I'd post this now just in case it's not something I've changed.  All the files compile, it merely fails during linking now, with a large number of unresolved external symbols.  The build output is on rafb.
You don't have gropengldraw.*, gropenglshader.* or gropenglstate.* in your project file.  Add those and it should work fine.

 

Offline Tinman

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Re: 20080711 trunk (with normal map support)
just 4 info
debug build with windows

Code: [Select]
[...]
Found root pack 'C:\freespace2\sdr1119.vp' with a checksum of 0xe13995b9
[...]
Initializing OpenGL graphics device at 1440x900 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     : ATI Technologies Inc.
  OpenGL Renderer   : Radeon X1600
  OpenGL Version    : 2.1.7273 Release

  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".
  Unable to find 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".
  Unable to find extension "GL_ATI_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Max texture units: 8 (8)
  Max elements vertices: 2147483647
  Max elements indices: 16384
  Max texture size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
... OpenGL init is complete!

log looks like the one with OSX

 

Offline chief1983

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Re: 20080711 trunk (with normal map support)
Thanks Taylor, got that figured out but you managed to respond before I could get back here and mention that.  I guess that shows how little Visual Studio experience I have.
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Offline Tinman

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Re: 20080711 trunk (with normal map support)
just to complete the logs

PMG5 Nvidia7600GT (10.5.4) sdr1119.vp -normal activated -> normal maps not working, no or white shaded techroom models, game fs2main 1st mission white skybox colored model

Code: [Select]
Initializing OpenGL graphics device at 1920x1200 with 32-bit color...
  Initializing SDL...
  Requested SDL Video values = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1
  Actual SDL Video values    = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1
  OpenGL Vendor     : NVIDIA Corporation
  OpenGL Renderer   : NVIDIA GeForce 7800 GT OpenGL Engine
  OpenGL Version    : 1.5 NVIDIA-1.4.18

  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".
  Unable to find 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".

  Compiling shader ->  null-v.sdr / null-f.sdr ...
  Compiling shader ->  b-v.sdr / b-f.sdr ...
  Compiling shader ->  b-v.sdr / bg-f.sdr ...
  Compiling shader ->  l-v.sdr / lb-f.sdr ...
  Compiling shader ->  l-v.sdr / lbg-f.sdr ...
  Compiling shader ->  l-v.sdr / lbgs-f.sdr ...
  Compiling shader ->  l-v.sdr / lbs-f.sdr ...
  Compiling shader ->  le-v.sdr / lbgse-f.sdr ...
  Compiling shader ->  le-v.sdr / lbse-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbgn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbgsn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbsn-f.sdr ...
  Compiling shader ->  lne-v.sdr / lbgsne-f.sdr ...
  Compiling shader ->  lne-v.sdr / lbsne-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfb-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbg-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbgs-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbs-f.sdr ...
  Compiling shader ->  lfe-v.sdr / lfbgse-f.sdr ...
  Compiling shader ->  lfe-v.sdr / lfbse-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbgn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbgsn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbsn-f.sdr ...
  Compiling shader ->  lfne-v.sdr / lfbgsne-f.sdr ...
  Compiling shader ->  lfne-v.sdr / lfbsne-f.sdr ...
  Compiling shader ->  l-v.sdr / null-f.sdr ...
  Compiling shader ->  l-v.sdr / lg-f.sdr ...
  Compiling shader ->  l-v.sdr / lgs-f.sdr ...
  Compiling shader ->  l-v.sdr / ls-f.sdr ...
  Compiling shader ->  le-v.sdr / lgse-f.sdr ...
  Compiling shader ->  le-v.sdr / lse-f.sdr ...
  Compiling shader ->  ln-v.sdr / lgn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lgsn-f.sdr ...
  Compiling shader ->  ln-v.sdr / ln-f.sdr ...
  Compiling shader ->  ln-v.sdr / lsn-f.sdr ...
  Compiling shader ->  lne-v.sdr / lgsne-f.sdr ...
  Compiling shader ->  lne-v.sdr / lsne-f.sdr ...

  Max texture units: 4 (16)
  Max elements vertices: 2048
  Max elements indices: 150000
  Max texture size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 1.10
... OpenGL init is complete!



 

Offline taylor

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Re: 20080711 trunk (with normal map support)
PMG5 Nvidia7600GT (10.5.4) sdr1119.vp -normal activated -> normal maps not working, no or white shaded techroom models, game fs2main 1st mission white skybox colored model
Try running in a window, if you haven't already, and see if that makes any difference.

 

Offline blowfish

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Re: 20080711 trunk (with normal map support)
I have the same issues as Tinman.  In XT builds, everything works fine in window mode (normal maps, etc), though I haven't been able to test this with a trunk build, because of that bug with window mode.

 

Offline chief1983

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Re: 20080711 trunk (with normal map support)
That log says it's OpenGL 1.5, I would have sworn the 7600 did OpenGL 2.0.  Is that wrong?
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Offline Tinman

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Re: 20080711 trunk (with normal map support)
PMG5 Nvidia7600GT (10.5.4) sdr1119.vp -normal activated -> normal maps not working, no or white shaded techroom models, game fs2main 1st mission white skybox colored model
Try running in a window, if you haven't already, and see if that makes any difference.

On the PMG5 in window mode normal maps seem to work.
But some models do not show in techroom, others do without a problem (the ones without normal maps?). It may be a problem of the models or the viewpoint?
Some rotating models are half seen and open.

 

Offline DaBrain

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Re: 20080711 trunk (with normal map support)
That log says it's OpenGL 1.5, I would have sworn the 7600 did OpenGL 2.0.  Is that wrong?

The OpenGL version isn't just a hardware, but also a driver issue.

Maybe new drivers could fix it.
--------------------------------------------------
SoL is looking for a sound effect artist
Please PM me in case you want to apply
---------------------------------
Shadows of Lylat - A Freespace 2 total conversion
(hosted by Game-Warden)
----------------------------------

 

Offline Macfie

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Re: 20080711 trunk (with normal map support)
The cut scenes do not scale to the window with this version.  It shows up as a small portion of the screen.  If you play the cutscene from the tech room it scales properly, but if it is activated in the game it only plays as a small square on the screen.
Normal people believe that if it isn't broke, don't fix it. Engineers believe that if it isn't broke, it doesn't have enough features yet.
The difference between Mechanical Engineers and Civil Engineers is:
Mechanical Engineers build weapons.  Civil Engineers build targets
An optimist sees the glass half full; the pessimist sees it half empty. An engineer sees that the glass is twice as big as it needs to be.

 

Offline chief1983

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Re: 20080711 trunk (with normal map support)
I didn't get that behavior with my build, you may want to post your configuration.
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Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline Macfie

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Re: 20080711 trunk (with normal map support)
I get the same problem with all the normal map support builds (fs2_open_3_6_10-Xt_0314, fs2_open_trunk_r, and fs2_open_3_6_10r-20080716_CHIEF_4708_PXOFlag).  I don't have this problem with a trunk build that doesn't support Normal maps for instance fs2_open_trunk_20080708_r
I'm running a
Pentium 4, 3 gigahz with 1 gig of ram. 
ATI Radeon X700 pro 256MB video card OpenGL 2.0 support
driver 8.493
Monitor LG W1952 run at 1440x900 32-bit
I'm using the 3_6_10 beta media VPs
I have the following flags set
C:\Games\FreeSpace2\fs2_open_3_6_10r-20080716_CHIEF_4708_PXOFlag.exe -mod ITHOV,mediavps -spec -glow -env -mipmap -nomotiondebris -missile_lighting -normal -cache_bitmaps -dualscanlines -orbradar -rearm_timer -ballistic_gauge -ship_choice_3d -3dwarp -warp_flash -snd_preload -fps
Normal people believe that if it isn't broke, don't fix it. Engineers believe that if it isn't broke, it doesn't have enough features yet.
The difference between Mechanical Engineers and Civil Engineers is:
Mechanical Engineers build weapons.  Civil Engineers build targets
An optimist sees the glass half full; the pessimist sees it half empty. An engineer sees that the glass is twice as big as it needs to be.

 

Offline taylor

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Re: 20080711 trunk (with normal map support)
The cut scenes do not scale to the window with this version.  It shows up as a small portion of the screen.  If you play the cutscene from the tech room it scales properly, but if it is activated in the game it only plays as a small square on the screen.
I did get a report of the same thing with the Xt builds, but that was only by one person and no one else could ever reproduce it.  The scaling code is exactly the same.  The only changes to the movie code were reverted in order to test what was the cause, but even the original code had the same problem.  Basically, I have no idea what the problem was/is, and since I can't reproduce it I can't do anything about it.

 

Offline Tinman

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Re: 20080711 trunk (with normal map support)
PMG5 Nvidia7600GT (10.5.4) sdr1119.vp -normal activated -> normal maps not working, no or white shaded techroom models, game fs2main 1st mission white skybox colored model
Try running in a window, if you haven't already, and see if that makes any difference.

I have a build with working normal maps on MacOS X (windowed mode only, fullscreen white models as on Nvidia7600GT)

the missing "GL_ATI_shader_texture_lod" is in the MacOS X driver called "GL_ARB_shader_texture_lod"

after changing that in "graphics/OpenGL/gropenglextension.cpp"
Code: [Select]
// shader version 3.0 detection extensions (if either of these extensions exist then we should have a SM3.0 compatible card)
//{ false, false, 2, { "GL_NV_vertex_program3", "GL_ATI_shader_texture_lod" }, 0, { NULL } }
{ false, false, 2, { "GL_NV_vertex_program3", "GL_ARB_shader_texture_lod" }, 0, { NULL } }

fs_open.log
Code: [Select]
Initializing OpenGL graphics device at 1024x640 with 32-bit color...
  Initializing SDL...
  Requested SDL Video values = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1
  Actual SDL Video values    = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1
  OpenGL Vendor     : ATI Technologies Inc.
  OpenGL Renderer   : ATI Radeon X1600 OpenGL Engine
  OpenGL Version    : 2.0 ATI-1.5.28

  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_ARB_shader_texture_lod".

  Compiling shader ->  null-v.sdr / null-f.sdr ...
  Compiling shader ->  b-v.sdr / b-f.sdr ...
  Compiling shader ->  b-v.sdr / bg-f.sdr ...
  Compiling shader ->  l-v.sdr / lb-f.sdr ...
  Compiling shader ->  l-v.sdr / lbg-f.sdr ...
  Compiling shader ->  l-v.sdr / lbgs-f.sdr ...
  Compiling shader ->  l-v.sdr / lbs-f.sdr ...
  Compiling shader ->  le-v.sdr / lbgse-f.sdr ...
  Compiling shader ->  le-v.sdr / lbse-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbgn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbgsn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbsn-f.sdr ...
  Compiling shader ->  lne-v.sdr / lbgsne-f.sdr ...
  Compiling shader ->  lne-v.sdr / lbsne-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfb-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbg-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbgs-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbs-f.sdr ...
  Compiling shader ->  lfe-v.sdr / lfbgse-f.sdr ...
  Compiling shader ->  lfe-v.sdr / lfbse-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbgn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbgsn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbsn-f.sdr ...
  Compiling shader ->  lfne-v.sdr / lfbgsne-f.sdr ...
  Compiling shader ->  lfne-v.sdr / lfbsne-f.sdr ...
  Compiling shader ->  l-v.sdr / null-f.sdr ...
  Compiling shader ->  l-v.sdr / lg-f.sdr ...
  Compiling shader ->  l-v.sdr / lgs-f.sdr ...
  Compiling shader ->  l-v.sdr / ls-f.sdr ...
  Compiling shader ->  le-v.sdr / lgse-f.sdr ...
  Compiling shader ->  le-v.sdr / lse-f.sdr ...
  Compiling shader ->  ln-v.sdr / lgn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lgsn-f.sdr ...
  Compiling shader ->  ln-v.sdr / ln-f.sdr ...
  Compiling shader ->  ln-v.sdr / lsn-f.sdr ...
  Compiling shader ->  lne-v.sdr / lgsne-f.sdr ...
  Compiling shader ->  lne-v.sdr / lsne-f.sdr ...

  Max texture units: 8 (16)
  Max elements vertices: 2048
  Max elements indices: 150000
  Max texture size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 1.20
... OpenGL init is complete!

working   :D


 

Offline MP-Ryan

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Re: 20080711 trunk (with normal map support)
The cut scenes do not scale to the window with this version.  It shows up as a small portion of the screen.  If you play the cutscene from the tech room it scales properly, but if it is activated in the game it only plays as a small square on the screen.
I did get a report of the same thing with the Xt builds, but that was only by one person and no one else could ever reproduce it.  The scaling code is exactly the same.  The only changes to the movie code were reverted in order to test what was the cause, but even the original code had the same problem.  Basically, I have no idea what the problem was/is, and since I can't reproduce it I can't do anything about it.

By the way, since I got a new PC I no longer have that issue.

It may have been limited to my old video card, an ATI Radeon 9500Pro.
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