Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: taylor on October 26, 2008, 03:38:22 pm
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This is the same as the multiplayer test build I posted yesterday, except that there are some graphics related changes as well. I don't really hold out much hope of any improvement in the OS X graphics bugs department, but give this a try and let me know either way. I know that some movie playback issues on ATI cards should be addressed now at least. With any luck some general changes related to the same issue will have a positive effect in the rest of the game as well.
http://icculus.org/~taylor/fso/testing/20081026-osx.tgz
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In relation to the OS X issue on fullscreen (but not windowed mode) with textures coming out all white in the Tech Room and in game... it's still there.
I can't speak in relation to the many ATI issues, as I'm running on nVidia hardware here.
Thanks for trying to track down these bugs.
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Yeah. The graphical issues that existed both in GLSL and non-GLSL modes still exist :(. Thanks for trying though...
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MBP ATIX1600, MacOS X 10.5.5
- windowed mode: works well, IMHO the performance is better than before
- fullscreen: techroom models white, ingame white skybox, but the models seem to have textures , no, my fault, no textures
so, best of luck tracking down these bugs :nervous:
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Is there a difference between using -no_glsl and not using it? And do you all have cards that should otherwise support it?
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Well yes, using -no_glsl does mean the white textures in the Techroom on models and the white models and skybox in mission go away, but it also makes the models look rather, well... plain. Features that were working before like shinemaps/diffuse seem to go (AFAIK).
Net effect of -no_glsl is one step forward, two steps back.
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It seems that it is just a problem with standard lighting (the kind that doesn't have to do with shinemapping or environmental mapping (the kind that was in retail - on a side note, it looks fine with -nohtl). Also worth noting that environmental mapping is still broken.
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I ask, because in the interest of moving along, I wouldn't want GLSL on the mac to be the only thing holding up a release. However, a regression is not desirable at all, and I would hope that running with -no_glsl would get at least the same quality as it did in 3.6.9. Since it doesn't, that's a separate bug of its own, but it's likely related to the problems with GLSL. Either way, I would hope to at least get it back to the state it was in, so we could get 3.6.10 out the door and attempt to fix GLSL on Macs at a later date. I'd prefer no steps forward or back than anything else at this point.
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See if this updated build does anything useful (*crosses fingers*):
http://icculus.org/~taylor/fso/testing/20081029-osx.tgz
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:( I regret to report that nothing seems to have changed ... with GLSL or without ...
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also nothing different, too, with ATIX1600
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I have a mac with an 8600 in it, so i can provide feedback for non-ATI as well.