Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: Swifty on March 18, 2014, 10:23:13 am

Title: Deferred Lighting and soft shadows
Post by: Swifty on March 18, 2014, 10:23:13 am
Based off of Trunk 11046. Enjoy and please report bugs.

http://www.mediafire.com/download/86vea6cp9af7rxp/shadows_11296_r3.zip

Code:

https://github.com/SamuelCho/Freespace-Open-Swifty/tree/shader_transform_deferred
Title: Re: Deferred Lighting and soft shadows
Post by: Kobrar44 on March 18, 2014, 12:26:45 pm
So this line from def_files:
3329    +"   gl_FragData[0].rgb += pow(NdotHV, 80.0) * SPEC_INTENSITY_POINT * specfactor * speclightcolor * attenuation;\n"
basically means -ogl_spec will no longer work?
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on March 18, 2014, 12:37:41 pm
Specular should work. Is there a reason why that line would make it no longer work?
Title: Re: Deferred Lighting and soft shadows
Post by: Kobrar44 on March 18, 2014, 12:52:38 pm
-ogl_spec parameter used to replace the fixed 80.0 value in specular equation through gl_FrontMaterial.shininess
But TBH I don't really follow all those #ifdefs yet, I may have missed something.
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on March 18, 2014, 01:02:17 pm
I see. That's definitely an oversight in the deferred light shader. The specular factor should still work in the forward light shader though.
Title: Re: Deferred Lighting and soft shadows
Post by: Kolgena on March 18, 2014, 01:58:56 pm
mv_effects-sdf.tbm(line 16):
Error: Required token = [#END] or [$Species_Name:], found [$Countermeasure Type:   Type One].

ntdll.dll! ZwWaitForSingleObject + 12 bytes
KERNELBASE.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_1_SSE2shadow.exe! <no symbol>
fs2_open_3_7_1_SSE2shadow.exe! <no symbol>
fs2_open_3_7_1_SSE2shadow.exe! <no symbol>

This build seems to hate species-specific countermeasures.
Title: Re: Deferred Lighting and soft shadows
Post by: Grizzly on March 18, 2014, 02:30:15 pm
I can confirm Kolgena, using 2014 MVPS:

mv_effects-sdf.tbm(line 46):
Error: Required token = [#END] or [$Species_Name:], found [$Countermeasure Type:   Shivan CM].

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_1_SSE2.exe! <no symbol>
fs2_open_3_7_1_SSE2.exe! <no symbol>
fs2_open_3_7_1_SSE2.exe! <no symbol>
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on March 18, 2014, 03:10:38 pm
Cool, thanks for the reports, guys. I'll try to see what's going on tonight.
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on March 19, 2014, 01:11:26 am
I synced up to Trunk Revision 10506. The 2014 MediaVPs should work with the build now.

http://www.mediafire.com/download/qb8xbm6swhlq1is/shadows_10506.zip
Title: Re: Deferred Lighting and soft shadows
Post by: Echelon9 on March 19, 2014, 03:22:22 am
Thanks, just to clarify for anyone that comes across this thread later the following error was due to the requirement that the 2014 MVPs use a build after 3.7.0. It is anticipated that an official FS2Open SCP build 3.7.2 will be released soon, such that the 2014 MediaVPs content release can be run with an official release.

At the time of this user report, the testing build for shadows from this thread had not synced with current trunk.

Quote
mv_effects-sdf.tbm(line 46):
Error: Required token = [#END] or [$Species_Name:], found [$Countermeasure Type:   Shivan CM].

Further discussion in the thread: http://www.hard-light.net/forums/index.php?topic=86621
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on March 19, 2014, 11:47:01 pm
Are people still having issues running the build? If not, I'm waiting for screenshots and cross posts in the Celebration of Freespace thread :P
Title: Re: Deferred Lighting and soft shadows
Post by: niffiwan on March 20, 2014, 01:16:52 am
Yeah, unfortunately having issues running the build, but it's probably a Linux thing in my case.

FYI - here are some updates (https://github.com/niffiwan/fs2open.github.com/tree/shader_transform_deferred) so gcc can compile it, I haven't spent much time on finding the cause of the crashes.

update:  FYI - this is the stack from the crash (running DEBUG, so maybe it'll work in release...)

Code: [Select]
(gdb) bt
#0  0x00007ffff5572425 in __GI_raise (sig=<optimised out>) at ../nptl/sysdeps/unix/sysv/linux/raise.c:64
#1  0x00007ffff5575b8b in __GI_abort () at abort.c:91
#2  0x00000000009dfab2 in debug_int3 (file=0xa9c9a1 "graphics/gropenglshader.cpp", line=771) at osapi/osapi_unix.cpp:250
#3  0x000000000056205e in opengl_shader_get_attribute (attribute_text=0xb0dc02 "model_id") at graphics/gropenglshader.cpp:771
#4  0x000000000057bef3 in opengl_init_arrays (vbp=0x290a570, bufferp=0x3ce5e48) at graphics/gropengltnl.cpp:666
#5  0x00000000005721e4 in opengl_render_pipeline_fixed (start=0, bufferp=0x3ce5e48, datap=0x3d06db0, flags=24) at graphics/gropengltnl.cpp:982
#6  0x00000000005716b2 in opengl_render_pipeline_program (start=0, bufferp=0x3ce5e48, datap=0x3d06db0, flags=24) at graphics/gropengltnl.cpp:743
#7  0x00000000005713b2 in gr_opengl_render_buffer (start=0, bufferp=0x3ce5e48, texi=0, flags=24) at graphics/gropengltnl.cpp:1315
#8  0x00000000007360a7 in gr_render_buffer (start=0, bufferp=0x3ce5e48, texi=0, flags=24) at ./graphics/2d.h:793
#9  0x0000000000751733 in DrawList::renderBuffer (this=0x7fffffffdb18, render_elements=...) at model/modelrender.cpp:309
#10 0x0000000000751eb0 in DrawList::renderAll (this=0x7fffffffdb18, blend_filter=-1) at model/modelrender.cpp:499
#11 0x0000000000757ed6 in model_immediate_render (model_num=300, orient=0xe4f2ac, pos=0x10ea660, flags=66368, objnum=-1, lighting_skip=-1, replacement_textures=0x0, render=3) at model/modelrender.cpp:2053
#12 0x000000000068acd7 in techroom_ships_render (frametime=0.238006592) at menuui/techmenu.cpp:568
#13 0x000000000068dd82 in techroom_do_frame (frametime=0.238006592) at menuui/techmenu.cpp:1382
#14 0x00000000004516dc in game_do_state (state=7) at freespace2/freespace.cpp:6613
#15 0x000000000051a307 in gameseq_process_events () at gamesequence/gamesequence.cpp:409
#16 0x0000000000452c99 in game_main (cmdline=0x244f800 "") at freespace2/freespace.cpp:7189
#17 0x0000000000453047 in main (argc=1, argv=0x7fffffffe268) at freespace2/freespace.cpp:7323
(gdb) frame 3
#3  0x000000000056205e in opengl_shader_get_attribute (attribute_text=0xb0dc02 "model_id") at graphics/gropenglshader.cpp:771
(gdb) print Current_shader
$1 = (opengl_shader_t *) 0x0
(gdb) print attribute_text
$2 = 0xb0dc02 "model_id"
(gdb)




update2: nope, when using a release exec entering the techroom causes FSO to display a completely black screen and stop responding. Enter a mission and ships are invisible. The target gauge (lower left) displays the targeted ship model OK though  :confused:
Title: Re: Deferred Lighting and soft shadows
Post by: The E on March 20, 2014, 02:12:10 am
Log?
Title: Re: Deferred Lighting and soft shadows
Post by: niffiwan on March 20, 2014, 02:20:55 am
 :banghead:

Thanks for that, I can't believe I forgot to check the log :(  There's some interesting stuff in the OpenGL extension querying, and at the end.

Code: [Select]
Opened log '/home/mememe/.fs2_open/data/fs2_open.log', Thu Mar 20 17:17:01 2014 ...
os_config_read_string(): section = "Default", name = "VideocardFs2open", default value: "NULL"
FreeSpace 2 Open version: 3.7.1
Passed cmdline options:
  -spec_exp 11
  -fov 0.5
  -ogl_spec 60
  -spec_static 0.8
  -spec_point 0.6
  -spec_tube 0.4
  -ambient_factor 40
  -missile_lighting
  -3dshockwave
  -soft_particles
  -post_process
  -fxaa
  -dualscanlines
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod mediavps_2014
  -window
  -res 1600x900
  -nograb
Building file index...
Found root pack '/ssd/fso/mediavps_2014/MV_A-Glows.vp' with a checksum of 0xd8f529e2
Found root pack '/ssd/fso/mediavps_2014/MV_Advanced.vp' with a checksum of 0x337ffc37
Found root pack '/ssd/fso/mediavps_2014/MV_Assets.vp' with a checksum of 0x23b7997e
Found root pack '/ssd/fso/mediavps_2014/MV_CB_ANI_1.vp' with a checksum of 0xa69eade8
Found root pack '/ssd/fso/mediavps_2014/MV_CB_ANI_2.vp' with a checksum of 0x070ae320
Found root pack '/ssd/fso/mediavps_2014/MV_Effects.vp' with a checksum of 0x6fbd3357
Found root pack '/ssd/fso/mediavps_2014/MV_Music.vp' with a checksum of 0x6c8f665e
Found root pack '/ssd/fso/mediavps_2014/MV_RadarIcons.vp' with a checksum of 0x04a9e65a
Found root pack '/ssd/fso/mediavps_2014/MV_Root.vp' with a checksum of 0x107a739e
Found root pack '/ssd/fso/multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack '/ssd/fso/multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack '/ssd/fso/root_fs2.vp' with a checksum of 0xce10d76c
Found root pack '/ssd/fso/smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack '/ssd/fso/sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack '/ssd/fso/sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack '/ssd/fso/stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack '/ssd/fso/tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack '/ssd/fso/tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack '/ssd/fso/tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack '/ssd/fso/warble_fs2.vp' with a checksum of 0xd85c305d
Searching root '/home/mememe/.fs2_open/mediavps_2014/' ... 47 files
Searching root '/home/mememe/.fs2_open/' ... 112 files
Searching root '/ssd/fso/mediavps_2014/' ... 0 files
Searching root pack '/ssd/fso/mediavps_2014/MV_A-Glows.vp' ... 1735 files
Searching root pack '/ssd/fso/mediavps_2014/MV_Advanced.vp' ... 1654 files
Searching root pack '/ssd/fso/mediavps_2014/MV_Assets.vp' ... 2015 files
Searching root pack '/ssd/fso/mediavps_2014/MV_CB_ANI_1.vp' ... 32 files
Searching root pack '/ssd/fso/mediavps_2014/MV_CB_ANI_2.vp' ... 57 files
Searching root pack '/ssd/fso/mediavps_2014/MV_Effects.vp' ... 2063 files
Searching root pack '/ssd/fso/mediavps_2014/MV_Music.vp' ... 32 files
Searching root pack '/ssd/fso/mediavps_2014/MV_RadarIcons.vp' ... 24 files
Searching root pack '/ssd/fso/mediavps_2014/MV_Root.vp' ... 848 files
Searching root '/ssd/fso/' ... 15 files
Searching root pack '/ssd/fso/multi-mission-pack.vp' ... 110 files
Searching root pack '/ssd/fso/multi-voice-pack.vp' ... 307 files
Searching root pack '/ssd/fso/root_fs2.vp' ... 157 files
Searching root pack '/ssd/fso/smarty_fs2.vp' ... 10 files
Searching root pack '/ssd/fso/sparky_fs2.vp' ... 3027 files
Searching root pack '/ssd/fso/sparky_hi_fs2.vp' ... 1337 files
Searching root pack '/ssd/fso/stu_fs2.vp' ... 2355 files
Searching root pack '/ssd/fso/tango1_fs2.vp' ... 32 files
Searching root pack '/ssd/fso/tango2_fs2.vp' ... 15 files
Searching root pack '/ssd/fso/tango3_fs2.vp' ... 10 files
Searching root pack '/ssd/fso/warble_fs2.vp' ... 52 files
Found 24 roots and 16046 files.
os_config_read_string(): section = "Default", name = "Language", default value: "NULL"
ERROR: Unknown Language Checksum: 589986744
Using default language settings...
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
os_config_read_string(): section = "Default", name = "Language", default value: "English"
Setting language to English
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
Initializing OpenAL...
  OpenAL Vendor     : OpenAL Community
  OpenAL Renderer   : OpenAL Soft
  OpenAL Version    : 1.1 ALSOFT 1.13

os_config_read_string(): section = "Sound", name = "PlaybackDevice", default value: "NULL"
os_config_read_string(): section = "Sound", name = "CaptureDevice", default value: "NULL"
  Found extension "AL_EXT_float32".
  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX enabled: NO
  Playback device: PulseAudio Default
  Capture device: PulseAudio Default
... OpenAL successfully initialized!
Failed to init speech
os_config_read_string(): section = "Default", name = "VideocardFs2open", default value: "NULL"
Initializing OpenGL graphics device at 1600x900 with 32-bit color...
  Initializing SDL...
  Requested SDL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 4
  Actual SDL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 4
  OpenGL Vendor    : NVIDIA Corporation
  OpenGL Renderer  : GeForce GTS 450/PCIe/SSE2
  OpenGL Version   : 4.2.0 NVIDIA 304.116

  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".
  Using extension "GL_ARB_texture_float".
  Using extension "GL_ARB_draw_elements_base_vertex".
  Using extension "GL_EXT_framebuffer_blit".
  Using extension "GL_EXT_geometry_shader4".
  Using extension "GL_EXT_texture_array".
  Using extension "GL_ARB_uniform_buffer_object".
  Found extension "GL_EXT_transform_feedback", but can't find the required function "glBeginTransformFeedbackEXT()".  Extension will be disabled!
  Using extension "GL_ARB_draw_instanced".
  Found special extension function "glXSwapIntervalSGI".

os_config_read_string(): section = "Default", name = "OGL_AnisotropicFilter", default value: "1.0"
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 new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
   Loading built-in default shader for: soft-g.sdr
Shader features:
   Geometry Shader Generated Particles
Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
   Loading built-in default shader for: soft-g.sdr
Shader features:
   Trails
Compiling deferred light shader...
   Loading built-in default shader for: deferred-v.sdr
   Loading built-in default shader for: deferred-f.sdr

  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
  Compiling post-processing shader 9 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
   Loading built-in default shader for: blur-g.sdr
  Compiling post-processing shader 10 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
   Loading built-in default shader for: blur-g.sdr

  Max texture units: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 16384x16384
  Max render buffer size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  OpenGL Shader Version: 4.20 NVIDIA via Cg compiler
... OpenGL init is complete!
Size of bitmap info = 816 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
os_config_read_string(): section = "Default", name = "GammaD3D", default value: "1.0"
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
os_config_read_string(): section = "PXO", name = "Login", default value: "NULL"
os_config_read_string(): section = "PXO", name = "Password", default value: "NULL"
os_config_read_string(): section = "PXO", name = "SquadName", default value: "NULL"
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
Dutifully ignoring the extra sound values for retail sound 36, 'l_hit.wav'...
Dutifully ignoring the extra sound values for retail sound 37, 'm_hit.wav'...
os_config_read_string(): section = "Default", name = "ConnectionSpeed", default value: "Fast"

Joystick INITTED!

Using 'Logitech Logitech Extreme 3D' as the primary joystick:
  Number of axes: 4
  Number of buttons: 12
  Number of hats: 1
  Number of trackballs: 0

Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TABLES => Unable to find 'colors.tbl'. Initialising colors with default values.
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_assets-aip.tbm' ...
TBM  =>  Starting parse of 'mv_root-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 30 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (noeffect.eff) with 1 frames at 1 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
TBM  =>  Starting parse of 'mv_root-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'mv_root-shp.tbm' ...
TBM  =>  Starting parse of 'radar-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'mv_root-hdg.tbm' ...
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI netlag1 with size 29x30 (6.2% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 206
Compiling video-processing shader ...
   Loading built-in default shader for: video-v.sdr
   Loading built-in default shader for: video-f.sdr
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
os_config_read_string(): section = "Default", name = "LastPlayer", default value: "NULL"
PLR => Loading 'tester.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
Someone passed an extension to bm_load for file '77th.pcx'
PLR => Loading complete!
PLR => Verifying 'Strobe2.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'pi.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Niffi-VassagoD.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Antagonist.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'niffiwan.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'diaspora.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Niffi-ant8.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'StrobeTest.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Strobe.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'BTA-demo.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Niffi-BPWIH.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Chief_Windmills.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'tester.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'TBP.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'fsport.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'TIE.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'jad.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'BP-WIH.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'tester.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
Someone passed an extension to bm_load for file '77th.pcx'
PLR => Loading complete!
CSG => Loading 'tester.FreeSpace2.csg' with version 3...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
Someone passed an extension to bm_load for file 'hammer1.pcx'
CSG => Loading complete!
CSG => Loading 'tester.FreeSpace2.csg' with version 3...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
Someone passed an extension to bm_load for file 'hammer1.pcx'
CSG => Loading complete!
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Loading model 'fighter01.pof'
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
   Loading built-in default shader for: main-g.sdr
Shader features:
   Geometry Transformation
   Shadow Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Deferred lighting
   Clip Plane
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Deferred lighting
   Clip Plane
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Deferred lighting
   Clip Plane
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Deferred lighting
   Clip Plane
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
   Deferred lighting
   Clip Plane
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
   Deferred lighting
   Clip Plane
IBX: Found a good IBX to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0xc6f91c19, IBX checksum: 0xde0e1dd6 -- "fighter01.pof"
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
   Loading built-in default shader for: main-g.sdr
Geometry shader failed to compile:
0(22) : warning C7532: global variable gl_ClipDistance requires "#version 130" or later
0(22) : error C1008: undefined variable "gl_ClipDistanceIn"

ERROR! Unable to create fragment shader!
  Shader in_error!  Disabling GLSL model rendering!
Int3(): From graphics/gropenglshader.cpp at line 771
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on March 20, 2014, 12:49:04 pm
Looks like I forgot to remove my experimental code involving clip distances. I'll take care of them tonight. Thank you for reporting.
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on March 22, 2014, 08:23:12 pm
Try this build. I removed the clip distance references in the geometry shader (they weren't really doing anything anyway)

http://www.mediafire.com/download/b468cg61y83dkig/shadows.zip
Title: Re: Deferred Lighting and soft shadows
Post by: Ace on March 23, 2014, 02:36:29 am
Swifty I tested the deferred lighting build with Diaspora assets, seems great minus one issue:

The nameplate on the Shuttle MK2 is black with that build (the numbers are fine but the rest of the texture is black).

That's not an issue it looks like with the non-deferred 3_7_1 build on the Diaspora SVN.

Any ideas what might cause a compatibility issue with some nameplate textures?

Edit- looks like an issue with the MK1 shuttle nameplate too.
Title: Re: Deferred Lighting and soft shadows
Post by: The E on March 23, 2014, 02:59:22 am
I see two issues right now:

1. Team colors do not seem to work.
2. This seems to happen while a ship is coming into or out of subspace:
(http://blueplanet.fsmods.net/E/pics/weirdness.png)

Note the apparent corruption on the beam turrets there.
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on March 23, 2014, 03:06:49 am
Is there a mod I can play that specifically uses team colors? And which mod is that screenshot from?

Nameplate issues may be how differently transparent polies are handled in the pipeline than the old model rendering code. I'll take a look at that as well.
Title: Re: Deferred Lighting and soft shadows
Post by: The E on March 23, 2014, 03:15:08 am
That's from the BP2-Part 2 intro. That mission demonstrates both the team color issue and the one pictured above; For reference purposes, see this vid:
Note how, in the initial few seconds as the camera flys past the Karuna's rotator, the tips of the rotator are supposed to be red, in your build, they appear grey.
Title: Re: Deferred Lighting and soft shadows
Post by: niffiwan on March 23, 2014, 03:36:27 am
Could you pretty please update your public github branch so I can test with the new changes?  Thanks  :D
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on March 23, 2014, 03:52:30 am
It's done.
Title: Re: Deferred Lighting and soft shadows
Post by: The Dagger on March 23, 2014, 10:48:15 am
Wow, great work on this! Shadows are looking gorgeous!  :yes:
Since you request it, I did some testing with the 2014 MediaVPS:
1) I can confirm team colors aren't working.
2) Shadows look great. However, in certain cases they have a strange behaviour:
(http://i1169.photobucket.com/albums/r503/Dagguerreotype/CLIP_zpsb7a415cd.png) (http://s1169.photobucket.com/user/Dagguerreotype/media/CLIP_zpsb7a415cd.png.html)
3) It may be the same glitch in the F3 lab, though I'm not sure:
(http://i1169.photobucket.com/albums/r503/Dagguerreotype/screen0231_zpsbdc53fea.png) (http://s1169.photobucket.com/user/Dagguerreotype/media/screen0231_zpsbdc53fea.png.html)
4) After playing for a while, shield effects, beam and missile trails had some problems too:
(http://i1169.photobucket.com/albums/r503/Dagguerreotype/screen0236_zps54b28fa3.png) (http://s1169.photobucket.com/user/Dagguerreotype/media/screen0236_zps54b28fa3.png.html)

I'm looking forward to have this in trunk! :)
Title: Re: Deferred Lighting and soft shadows
Post by: General Battuta on March 23, 2014, 10:59:32 am
I've seen that beam glitch on recent nightlies without shadows.
Title: Re: Deferred Lighting and soft shadows
Post by: Ace on March 24, 2014, 02:32:22 am
Well the cockpits in Diaspora do also seem to be behaving odd too, the pilot subobjects blink in and sometimes the transparency seems to turn off completely.

So these issues might not be with deferred lighting itself but other changes?
Title: Re: Deferred Lighting and soft shadows
Post by: niffiwan on March 24, 2014, 04:06:50 am
Sadly I cannot play more than a few seconds of action in a mission before FSO locks up on me.  I can complete a mission with r10493 so it looks like something to do with the new code :(  I'll have to investigate further and report back.

edit: it's hanging here, this sort is never completing.

Code: [Select]
std::sort(Lights, Lights+Num_lights, light_compare_by_type);
And here's a stack trace for reference.

Code: [Select]
(gdb) bt
#0  std::__unguarded_partition<light*, light, bool (*)(light const&, light const&)> (__first=0xfb68a0, __last=0xfffff7a8b786a518, __pivot=..., __comp=0x5c5c06 <light_compare_by_type(light const&, light cons
t&)>) at /usr/include/c++/4.6/bits/stl_algo.h:2236
#1  0x00000000004f2895 in std::__unguarded_partition_pivot<light*, bool (*)(light const&, light const&)> (__first=0xfb6120, __last=0xfb6918, __comp=0x5c5c06 <light_compare_by_type(light const&, light const&
)>) at /usr/include/c++/4.6/bits/stl_algo.h:2265
#2  0x00000000004f1bfc in std::__introsort_loop<light*, long, bool (*)(light const&, light const&)> (__first=0xfb6120, __last=0xfb6918, __depth_limit=7, __comp=0x5c5c06 <light_compare_by_type(light const&,
light const&)>) at /usr/include/c++/4.6/bits/stl_algo.h:2306
#3  0x00000000004f0f78 in std::sort<light*, bool (*)(light const&, light const&)> (__first=0xfb6120, __last=0xfb6918, __comp=0x5c5c06 <light_compare_by_type(light const&, light const&)>) at /usr/include/c++
/4.6/bits/stl_algo.h:5445
#4  0x00000000004ef830 in gr_opengl_deferred_lighting_finish () at graphics/gropengldraw.cpp:3151
#5  0x0000000000765978 in obj_render_queue_all () at object/objectsort.cpp:415
#6  0x0000000000414755 in game_render_frame (cid=...) at freespace2/freespace.cpp:3746
#7  0x0000000000415dfa in game_frame (paused=false) at freespace2/freespace.cpp:4554
#8  0x00000000004169a4 in game_do_frame () at freespace2/freespace.cpp:4940
#9  0x0000000000418c72 in game_do_state (state=2) at freespace2/freespace.cpp:6622
#10 0x00000000004c4e7f in gameseq_process_events () at gamesequence/gamesequence.cpp:409
#11 0x0000000000419b0c in game_main (cmdline=0x37efb30 "") at freespace2/freespace.cpp:7189
#12 0x0000000000419d0c in main (argc=1, argv=0x7fff7a29be38) at freespace2/freespace.cpp:7323

I dunno what on earth is going on with that, it maybe looks like a complier bug?


edit2: ahah! I had an idea :)

One of the "mathematical properties" of a std::sort comparison function is that if a == b, then the result should be false.  That's not the case in light_compare_by_type(), so I made a small change (see below) and FSO didn't hang this time :)


Code: [Select]
diff --git a/code/lighting/lighting.cpp b/code/lighting/lighting.cpp
index 744d64a..1e8666f 100644
--- a/code/lighting/lighting.cpp
+++ b/code/lighting/lighting.cpp
@@ -1083,7 +1083,7 @@ void light_add_cone( vec3d * pos, vec3d * dir, float angle, float inner_angle, b
 
 bool light_compare_by_type(const light &a, const light &b)
 {
-       if ( a.type == LT_POINT )
+       if  (!( a.type == b.type ) && ( a.type == LT_POINT ))
                return true;
 
        return false;
@@ -1266,4 +1266,4 @@ bool SceneLights::setLights(SceneLights::LightIndexingInfo *info)
        opengl_change_active_lights(0);
 
        return true;
-}
\ No newline at end of file
+}

Unfortunately there are still some downsides.

1) Framerate is much slower, it used to be ~60 (vsync limited), now it's consistently around 30.
2) there are some odd shadow artifacts on the Psamtik in "Surrender Belisarius", I'll see if I can upload a video of it. (see below, around 2:45 & 4:36 on the Psamtik, and around 4:13 on the Belisarius)
3) ship glowpoints can still be seen after your ship has entered subspace (around 5:05, and I'm not sure if this is a problem with the new code or with trunk) also occurs in trunk
4) there's a brief odd clipping issue (maybe?) as you enter 3rd person view in the warp out sequence (around 4:55) also occurs in trunk


edit3: here's the video (and for crying out loud, how do you specify that the vid should start at 2:40? :()

Title: Re: Deferred Lighting and soft shadows
Post by: Talon 1024 on March 24, 2014, 06:22:42 am
I'm also getting some strange graphical glitches, but mine are more like specks/flakes as opposed to what other people have reported so far.

Here's a screenshot and a log file.

(http://www.ciinet.org/kevin/screen2327.png)

[attachment deleted by an evil time traveler]
Title: Re: Deferred Lighting and soft shadows
Post by: Wobble73 on March 24, 2014, 07:27:23 am
I'll have a test of this build when I get home from work tonight!  :yes:
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on March 24, 2014, 12:29:47 pm
To those reporting specks: what video cards do you guys have?
Title: Re: Deferred Lighting and soft shadows
Post by: DahBlount on March 24, 2014, 12:45:49 pm
FSO crashes on me when I try to view models with shadows enabled. Normal mapping also turns off and can not be enabled.
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on March 24, 2014, 01:04:52 pm
Log please.

Edit: Talon 1024 you should also get me a log as well so I can see what video card extensions you have.
Title: Re: Deferred Lighting and soft shadows
Post by: Wobble73 on March 24, 2014, 02:51:51 pm
Unfortunately this build does not work for me, I have invisible ships.  :(

My FS_Open.log is attached as it exceeds the 5000 character limit.

I also get strange curved purple lines appearing out of nowhere in the middle of space



I have an AMD Radeon HD 6470M as my graphics chip with 1gb dedicated memory.

EDIT* I forgot to mention, Playing BP-WiH

[attachment deleted by an evil time traveler]
Title: Re: Deferred Lighting and soft shadows
Post by: Talon 1024 on March 24, 2014, 03:58:05 pm
My graphics card is an NVidia GeForce 9800 GT, with driver version 331.93.

Also, I had a log file attached to my previous post, but whatever...

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: 3.7.1
Passed cmdline options:
  -spec_exp 11
  -ogl_spec 50
  -spec_static 1.5
  -spec_point 1.0
  -spec_tube 0.8
  -ambient_factor 100
  -missile_lighting
  -3dshockwave
  -soft_particles
  -post_process
  -bloom_intensity 30
  -fxaa
  -fb_explosions
  -nolightshafts
  -ballistic_gauge
  -dualscanlines
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod MediaVPs_2014,NewHTLShips,zoom
Building file index...
Found root pack 'C:\FSO\Freespace2\MediaVPs_2014\MV_Advanced.vp' with a checksum of 0x337ffc37
Found root pack 'C:\FSO\Freespace2\MediaVPs_2014\MV_Assets.vp' with a checksum of 0x23b7997e
Found root pack 'C:\FSO\Freespace2\MediaVPs_2014\MV_CB_ANI_1.vp' with a checksum of 0xa69eade8
Found root pack 'C:\FSO\Freespace2\MediaVPs_2014\MV_CB_ANI_2.vp' with a checksum of 0x070ae320
Found root pack 'C:\FSO\Freespace2\MediaVPs_2014\MV_Effects.vp' with a checksum of 0x6fbd3357
Found root pack 'C:\FSO\Freespace2\MediaVPs_2014\MV_Music.vp' with a checksum of 0x6c8f665e
Found root pack 'C:\FSO\Freespace2\MediaVPs_2014\MV_Root.vp' with a checksum of 0x107a739e
Found root pack 'C:\FSO\Freespace2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\FSO\Freespace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\FSO\Freespace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\FSO\Freespace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\FSO\Freespace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\FSO\Freespace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\FSO\Freespace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\FSO\Freespace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\FSO\Freespace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\FSO\Freespace2\MediaVPs_2014\' ... 0 files
Searching root pack 'C:\FSO\Freespace2\MediaVPs_2014\MV_Advanced.vp' ... 1654 files
Searching root pack 'C:\FSO\Freespace2\MediaVPs_2014\MV_Assets.vp' ... 2015 files
Searching root pack 'C:\FSO\Freespace2\MediaVPs_2014\MV_CB_ANI_1.vp' ... 32 files
Searching root pack 'C:\FSO\Freespace2\MediaVPs_2014\MV_CB_ANI_2.vp' ... 57 files
Searching root pack 'C:\FSO\Freespace2\MediaVPs_2014\MV_Effects.vp' ... 2063 files
Searching root pack 'C:\FSO\Freespace2\MediaVPs_2014\MV_Music.vp' ... 32 files
Searching root pack 'C:\FSO\Freespace2\MediaVPs_2014\MV_Root.vp' ... 848 files
Searching root 'C:\FSO\Freespace2\NewHTLShips\' ... 0 files
Searching root 'C:\FSO\Freespace2\zoom\' ... 549 files
Searching root 'C:\FSO\Freespace2\' ... 137 files
Searching root pack 'C:\FSO\Freespace2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\FSO\Freespace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\FSO\Freespace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\FSO\Freespace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\FSO\Freespace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\FSO\Freespace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\FSO\Freespace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\FSO\Freespace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\FSO\Freespace2\warble_fs2.vp' ... 52 files
Found 20 roots and 14382 files.
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Setting language to English
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX version: 1.0
  Max auxiliary sends: 1
  Playback device: Generic Software on Realtek HD Audio output
  Capture device: Realtek HD Audio Input
... 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: 24, stencil: 8, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  OpenGL Vendor    : NVIDIA Corporation
  OpenGL Renderer  : GeForce 9800 GT/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_ARB_shader_texture_lod".
  Using extension "GL_ARB_texture_float".
  Using extension "GL_ARB_draw_elements_base_vertex".
  Using extension "GL_EXT_framebuffer_blit".
  Using extension "GL_EXT_geometry_shader4".
  Using extension "GL_EXT_texture_array".
  Using extension "GL_ARB_uniform_buffer_object".
  Unable to find extension "GL_EXT_transform_feedback".
  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 new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
   Loading built-in default shader for: soft-g.sdr
Shader features:
   Geometry Shader Generated Particles
Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
   Loading built-in default shader for: soft-g.sdr
Shader features:
   Trails
Compiling deferred light shader...
   Loading built-in default shader for: deferred-v.sdr
   Loading built-in default shader for: deferred-f.sdr

  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
  Compiling post-processing shader 9 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
   Loading built-in default shader for: blur-g.sdr
  Compiling post-processing shader 10 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
   Loading built-in default shader for: blur-g.sdr

  Max texture units: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 8192x8192
  Max render buffer size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  OpenGL Shader Version: 3.30 NVIDIA via Cg compiler
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'zoom-sct.tbm' ...
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
Dutifully ignoring the extra sound values for retail sound 36, 'l_hit.wav'...
Dutifully ignoring the extra sound values for retail sound 37, 'm_hit.wav'...
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TABLES => Unable to find 'colors.tbl'. Initialising colors with default values.
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_assets-aip.tbm' ...
TBM  =>  Starting parse of 'mv_root-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 30 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (noeffect.eff) with 1 frames at 1 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
TBM  =>  Starting parse of 'mv_root-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'mv_root-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'mv_root-hdg.tbm' ...
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Zoom Script initialized!
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 266
MVE: Buffer underun (First is normal)
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Loading 'Kevin.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
PLR => Loading complete!
PLR => Verifying 'Kevin.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Talon.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'TalonBH.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'TalonBP.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'TalonDE.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'TalonFS.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'TalonFS2.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'TalonFSP.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'TalonINF.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'TalonLM.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'TalonSAH.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'TalonSG.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'Kevin.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
PLR => Loading complete!
CSG => Loading 'Kevin.FreeSpace2.csg' with version 3...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
CSG => Loading complete!
CSG => Loading 'Kevin.FreeSpace2.csg' with version 3...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
CSG => Loading complete!
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Frame  0 too long!!: frametime = 0.265 (0.265)
Got event GS_EVENT_LAB (63) in state GS_STATE_MAIN_MENU (1)
Loading model 'fighter2t-03.pof'
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
   Loading built-in default shader for: main-g.sdr
Shader features:
   Geometry Transformation
   Shadow Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Deferred lighting
   Clip Plane
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Deferred lighting
   Clip Plane
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
   Deferred lighting
   Clip Plane
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
   Deferred lighting
   Clip Plane
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Environment Mapping
   Deferred lighting
   Clip Plane
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Environment Mapping
   Deferred lighting
   Clip Plane
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Deferred lighting
   Clip Plane
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Deferred lighting
   Clip Plane
IBX: Found a good IBX to read for 'fighter2t-03.pof'.
IBX-DEBUG => POF checksum: 0x23600360, IBX checksum: 0x18b36b49 -- "fighter2t-03.pof"
Allocating space for at least 5 new ship subsystems ...  a total of 200 is now available (5 in-use).
Loading model 'fighter2t-03.pof'
IBX: Found a good IBX to read for 'fighter2t-03.pof'.
IBX-DEBUG => POF checksum: 0x23600360, IBX checksum: 0x18b36b49 -- "fighter2t-03.pof"
Frame  0 too long!!: frametime = 2.461 (2.461)
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
   Loading built-in default shader for: main-g.sdr
Shader features:
   Geometry Transformation
   Shadow Mapping
   Clip Plane
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Environment Mapping
   Deferred lighting
   Shadows
   Clip Plane
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Deferred lighting
   Shadows
   Clip Plane
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
   Shadows
   Clip Plane
Frame  1 too long!!: frametime = 0.626 (0.626)
Dumping screen to 'screen2327'
Loading model 'Horus.pof'
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Deferred lighting
   Clip Plane
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Deferred lighting
   Clip Plane
Potential problem found: Unrecognized subsystem type 'ABFlaps', believed to be in ship Horus.pof
IBX: Found a good IBX to read for 'Horus.pof'.
IBX-DEBUG => POF checksum: 0x32c7ebba, IBX checksum: 0xe9202d9a -- "Horus.pof"
Frame 1233 too long!!: frametime = 0.683 (0.683)
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Deferred lighting
   Shadows
   Clip Plane
Got event GS_EVENT_PREVIOUS_STATE (7) in state GS_STATE_LAB (49)
CSG => Loading 'Kevin.FreeSpace2.csg' with version 3...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
CSG => Loading complete!
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
PLR => Saving 'Kevin.plr' with version 1...
PLR => Saving:  Flags...
PLR => Saving:  Info...
PLR => Saving:  Scoring...
PLR => Saving:  ScoringMulti...
PLR => Saving:  HUD...
PLR => Saving:  Variables...
PLR => Saving:  Multiplayer...
PLR => Saving:  Controls...
PLR => Saving:  Settings...
PLR => Saving complete!
CSG => Saving 'Kevin.FreeSpace2.csg' with version 3...
CSG => Saving:  Flags...
CSG => Saving:  Info...
CSG => Saving:  Missions...
CSG => Saving:  Techroom...
CSG => Saving:  Loadout...
CSG => Saving:  Scoring...
CSG => Saving:  RedAlert...
CSG => Saving:  HUD...
CSG => Saving:  Variables...
CSG => Saving:  Settings...
CSG => Saving:  Controls...
CSG => Saving:  Cutscenes...
CSG => Saving:  Last Missions...
CSG => Saving complete!
Freeing all existing models...
... Log closed, Mon Mar 24 07:08:24 2014
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on March 24, 2014, 04:00:53 pm
sorry didn't notice. but thanks for the log data. it helps a lot. I'm beginning to think the specks may be a vendor-specific issue I'll need to figure out...
Title: Re: Deferred Lighting and soft shadows
Post by: hirmuolio on March 24, 2014, 04:22:23 pm
Tried it. Crashes after mission briefing, if trying to change ship, if trying to change weapon loadout (I have 3d ships enabled for them) or if trying to open tech room.

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: 3.7.1
Passed cmdline options:
  -3dshockwave
  -ballistic_gauge
  -rearm_timer
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -fps
  -window
Building file index...
Found root pack 'G:\GOG Games\Freespace 2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'G:\GOG Games\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'G:\GOG Games\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'G:\GOG Games\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'G:\GOG Games\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'G:\GOG Games\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'G:\GOG Games\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'G:\GOG Games\Freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'G:\GOG Games\Freespace 2\tangoA_fs2.vp' with a checksum of 0x2e10c984
Found root pack 'G:\GOG Games\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'G:\GOG Games\Freespace 2\' ... 44 files
Searching root pack 'G:\GOG Games\Freespace 2\Root_fs2.vp' ... 157 files
Searching root pack 'G:\GOG Games\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'G:\GOG Games\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'G:\GOG Games\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'G:\GOG Games\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'G:\GOG Games\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'G:\GOG Games\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'G:\GOG Games\Freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'G:\GOG Games\Freespace 2\tangoA_fs2.vp' ... 0 files
Searching root pack 'G:\GOG Games\Freespace 2\warble_fs2.vp' ... 52 files
Found 11 roots and 7039 files.
Setting language to English
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX version: 1.0
  Max auxiliary sends: 1
  Playback device: Generic Software on Speakers (High Definition Audio Device)
  Capture device: Microphone (High Definition Aud
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1400x1050 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  OpenGL Vendor    : NVIDIA Corporation
  OpenGL Renderer  : GeForce GTX 660/PCIe/SSE2
  OpenGL Version   : 4.4.0

  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_ARB_shader_texture_lod".
  Using extension "GL_ARB_texture_float".
  Using extension "GL_ARB_draw_elements_base_vertex".
  Using extension "GL_EXT_framebuffer_blit".
  Using extension "GL_EXT_geometry_shader4".
  Using extension "GL_EXT_texture_array".
  Using extension "GL_ARB_uniform_buffer_object".
  Found extension "GL_EXT_transform_feedback", but can't find the required function "glBeginTransformFeedbackEXT()".  Extension will be disabled!
  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 new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
   Loading built-in default shader for: soft-g.sdr
Shader features:
   Geometry Shader Generated Particles
Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
   Loading built-in default shader for: soft-g.sdr
Shader features:
   Trails
Compiling deferred light shader...
   Loading built-in default shader for: deferred-v.sdr
   Loading built-in default shader for: deferred-f.sdr

  Max texture units: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 16384x16384
  Max render buffer size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: NO
  Using trilinear texture filter.
  OpenGL Shader Version: 4.40 NVIDIA via Cg compiler
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
Dutifully ignoring the extra sound values for retail sound 36, 'l_hit.wav'...
Dutifully ignoring the extra sound values for retail sound 37, 'm_hit.wav'...
Windows reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
TABLES => Unable to find 'colors.tbl'. Initialising colors with default values.
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 146
TrackIR Init Failed - 4
MVE: Buffer underun (First is normal)
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Loading 'testi.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
PLR => Loading complete!
PLR => Verifying 'blueplanet.plr' with version 0...
PLR => Parsing:  Flags...
PLR => (0x0001) Attempted to read 4-byte(s) beyond length limit
PLR => Verifying complete!
PLR => Verifying 'blueplanet2 c2.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'blueplanet2.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'derelict.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Hirmuolio.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'testi.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'vassago.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
ANI cursor.ani with size 24x24 (25.0% wasted)
Frame  0 too long!!: frametime = 0.315 (0.315)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'testi.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
PLR => Loading complete!
CSG => Loading 'testi.FreeSpace2.csg' with version 3...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
Someone passed an extension to bm_load for file 'hammer.pcx'
CSG => Loading complete!
CSG => Loading 'testi.FreeSpace2.csg' with version 3...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
Someone passed an extension to bm_load for file 'hammer.pcx'
CSG => Loading complete!
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Frame  0 too long!!: frametime = 0.422 (0.422)
Frame  0 too long!!: frametime = 0.418 (0.418)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
CSG => Loading 'testi.FreeSpace2.csg' with version 3...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
Someone passed an extension to bm_load for file 'hammer.pcx'
CSG => Loading complete!
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer.pcx'
ANI 2_Loading with size 824x43 (32.8% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
Loading warp model
 -1
SHOCKWAVE =>  Loading default shockwave animation...
SHOCKWAVE =>  Default animation load: SUCCEEDED!!
MISSION LOAD: 'SM1-01.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer.pcx'
Starting mission message count : 205
Ending mission message count : 246
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter2t-05.pof'
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
   Loading built-in default shader for: main-g.sdr
Shader features:
   Geometry Transformation
   Shadow Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Deferred lighting
   Clip Plane
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Deferred lighting
   Clip Plane
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Deferred lighting
   Clip Plane
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Deferred lighting
   Clip Plane
IBX: Found a good IBX to read for 'fighter2t-05.pof'.
IBX-DEBUG => POF checksum: 0x43698f32, IBX checksum: 0x4ec46927 -- "fighter2t-05.pof"
Submodel 'fighter2t-05b' is detail level 1 of 'fighter2t-05a'
Submodel 'fighter2t-05c' is detail level 2 of 'fighter2t-05a'
Submodel 'fighter2t-05d' is detail level 3 of 'fighter2t-05a'
Submodel 'thruster04b' is detail level 1 of 'thruster04a'
Submodel 'thruster04c' is detail level 2 of 'thruster04a'
Submodel 'thruster02b' is detail level 1 of 'thruster02a'
Submodel 'thruster02c' is detail level 2 of 'thruster02a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Submodel 'thruster03b' is detail level 1 of 'thruster03a'
Submodel 'thruster03c' is detail level 2 of 'thruster03a'
Loading model 'freighter04.pof'
IBX: Found a good IBX to read for 'freighter04.pof'.
IBX-DEBUG => POF checksum: 0xf7f327c9, IBX checksum: 0xa0920028 -- "freighter04.pof"
Submodel 'freighter04b-hull' is detail level 1 of 'freighter04a-hull'
Submodel 'freighter04c-hull' is detail level 2 of 'freighter04a-hull'
Submodel 'freighter04d-hull' is detail level 3 of 'freighter04a-hull'
Loading model 'capital2V-01.pof'
Potential problem found: Unrecognized subsystem type 'reactor', believed to be in ship capital2V-01.pof
Potential problem found: Unrecognized subsystem type 'bridge', believed to be in ship capital2V-01.pof
Potential problem found: Unrecognized subsystem type 'fighterbay01', believed to be in ship capital2V-01.pof
Potential problem found: Unrecognized subsystem type 'fighterbay02', believed to be in ship capital2V-01.pof
IBX: Found a good IBX to read for 'capital2V-01.pof'.
IBX-DEBUG => POF checksum: 0x3bf5b85e, IBX checksum: 0xa18d98d6 -- "capital2V-01.pof"
Submodel 'capital2v-01b' is detail level 1 of 'capital2v-01a'
Submodel 'capital2v-01c' is detail level 2 of 'capital2v-01a'
Submodel 'capital2v-01d' is detail level 3 of 'capital2v-01a'
Loading model 'fighter2v-01.pof'
IBX: Found a good IBX to read for 'fighter2v-01.pof'.
IBX-DEBUG => POF checksum: 0x171eca80, IBX checksum: 0xdc2c7be3 -- "fighter2v-01.pof"
Submodel 'fightv01d' is detail level 3 of 'fightv01a'
Submodel 'fightv01c' is detail level 2 of 'fightv01a'
Submodel 'fightv01b' is detail level 1 of 'fightv01a'
Submodel 'thruster02c' is detail level 2 of 'thruster02a'
Submodel 'thruster02b' is detail level 1 of 'thruster02a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Loading model 'corvette2t-01.pof'
IBX: Found a good IBX to read for 'corvette2t-01.pof'.
IBX-DEBUG => POF checksum: 0x9473f5b8, IBX checksum: 0x8b1fba7f -- "corvette2t-01.pof"
Submodel 'tcorvettec' is detail level 2 of 'tcorvettea'
Submodel 'tcorvetteb' is detail level 1 of 'tcorvettea'
Submodel 'tcorvetted' is detail level 3 of 'tcorvettea'
Loading model 'fighter06.pof'
IBX: Found a good IBX to read for 'fighter06.pof'.
IBX-DEBUG => POF checksum: 0x6ae05668, IBX checksum: 0x611d5d12 -- "fighter06.pof"
Submodel 'fighter06b' is detail level 1 of 'fighter06a'
Submodel 'fighter06c' is detail level 2 of 'fighter06a'
Submodel 'fighter06d' is detail level 3 of 'fighter06a'
Submodel 'thruster02b' is detail level 1 of 'thruster02a'
Submodel 'thruster02c' is detail level 2 of 'thruster02a'
Submodel 'thruster04b' is detail level 1 of 'thruster04a'
Submodel 'thruster04c' is detail level 2 of 'thruster04a'
Submodel 'thruster03b' is detail level 1 of 'thruster03a'
Submodel 'thruster03c' is detail level 2 of 'thruster03a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Allocating space for at least 5 new ship subsystems ...  a total of 200 is now available (5 in-use).
OpenGL: Created 512x512 FBO!
=================== STARTING LEVEL DATA LOAD ==================
Loading model 'support2t-01.pof'
IBX: Found a good IBX to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0xdb916bfd, IBX checksum: 0x7528be77 -- "support2t-01.pof"
Submodel 'bodyb' is detail level 1 of 'bodya'
Submodel 'bodyc' is detail level 2 of 'bodya'
Submodel 'bodyd' is detail level 3 of 'bodya'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Submodel 'thruster02b' is detail level 1 of 'thruster02a'
Submodel 'thruster02c' is detail level 2 of 'thruster02a'
Submodel 'thruster03b' is detail level 1 of 'thruster03a'
Submodel 'thruster03c' is detail level 2 of 'thruster03a'
Loading model 'support2v-01.pof'
IBX: Found a good IBX to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0xb4ca2191, IBX checksum: 0x51e516f8 -- "support2v-01.pof"
Submodel 'hercb' is detail level 1 of 'herca'
Submodel 'hercc' is detail level 2 of 'herca'
Submodel 'hercd' is detail level 3 of 'herca'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Allocating space for at least 186 new ship subsystems ...  a total of 400 is now available (40 in-use).
About to page in ships!
ANI shield-f06 with size 112x93 (27.3% wasted)
ANI shieldft-05 with size 112x93 (27.3% wasted)
ANI shieldfv-01 with size 112x93 (27.3% wasted)
Loading model 'hornet.pof'
IBX: Found a good IBX to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x57350658, IBX checksum: 0x3003360c -- "hornet.pof"
Submodel 'realhornet-b' is detail level 1 of 'realhornet-a'
Submodel 'realhornet-c' is detail level 2 of 'realhornet-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'rockeye.pof'
IBX: Found a good IBX to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0xf180b177, IBX checksum: 0xaef8ed0d -- "rockeye.pof"
Submodel 'rockeye-b' is detail level 1 of 'rockeye-a'
Submodel 'rockeye-c' is detail level 2 of 'rockeye-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'Tempest.pof'
IBX: Found a good IBX to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0x99e70c37, IBX checksum: 0xbd8cc4c7 -- "Tempest.pof"
Submodel 'realtempest-b' is detail level 1 of 'realtempest-a'
Submodel 'realtempest-c' is detail level 2 of 'realtempest-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'NewHornet.pof'
IBX: Found a good IBX to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x0f07cd0b, IBX checksum: 0x85374d0b -- "NewHornet.pof"
Submodel 'realhornet-b' is detail level 1 of 'realhornet-a'
Submodel 'realhornet-c' is detail level 2 of 'realhornet-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'bombardier.pof'
IBX: Found a good IBX to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x99891c8b, IBX checksum: 0x603eded0 -- "bombardier.pof"
Submodel 'realhornet-b' is detail level 1 of 'realhornet-a'
Submodel 'realhornet-c' is detail level 2 of 'realhornet-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'crossbow.pof'
IBX: Found a good IBX to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x32caa81e, IBX checksum: 0xfec4cef3 -- "crossbow.pof"
Submodel 'realcrossbow-b' is detail level 1 of 'realcrossbow-a'
Submodel 'realcrossbow-c' is detail level 2 of 'realcrossbow-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'piranha.pof'
IBX: Found a good IBX to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x8075cf85, IBX checksum: 0x94d3279a -- "piranha.pof"
Submodel 'piranhareal-b' is detail level 1 of 'piranhareal-a'
Submodel 'piranhareal-c' is detail level 2 of 'piranhareal-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'cmeasure01.pof'
IBX: Found a good IBX to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0xe5f32533, IBX checksum: 0xe25c8e00 -- "cmeasure01.pof"
Loading model 'harbinger.pof'
IBX: Found a good IBX to read for 'harbinger.pof'.
IBX-DEBUG => POF checksum: 0x7e70c4bf, IBX checksum: 0x04b4b4da -- "harbinger.pof"
Submodel 'realharbinger-b' is detail level 1 of 'realharbinger-a'
Submodel 'realharbinger-c' is detail level 2 of 'realharbinger-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'debris01.pof'
IBX: Found a good IBX to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x0cb49c79 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x3e979514 -- "debris02.pof"
Paging in mission messages
Stopping model page in...
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
ANI support1.ani with size 108x24 (25.0% wasted)
ANI damage1.ani with size 148x25 (21.9% wasted)
ANI wingman1.ani with size 71x53 (17.2% wasted)
ANI wingman2.ani with size 35x53 (17.2% wasted)
ANI wingman3.ani with size 14x53 (17.2% wasted)
ANI toggle1.ani with size 57x20 (37.5% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI objective1.ani with size 149x21 (34.4% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI targetview1.ani with size 137x156 (39.1% wasted)
ANI targetview2.ani with size 4x96 (25.0% wasted)
ANI targetview3.ani with size 7x20 (37.5% wasted)
ANI 2_energy2.ani with size 86x96 (25.0% wasted)
ANI 2_reticle1.ani with size 40x24 (25.0% wasted)
ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_lock1.ani with size 56x53 (17.2% wasted)
ANI 2_lockspin.ani with size 100x100 (21.9% wasted)
ANI energy1.ani with size 12x41 (35.9% wasted)
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
ANI shield-f06.ani with size 112x93 (27.3% wasted)
ANI shieldft-05.ani with size 112x93 (27.3% wasted)
ANI shieldfv-01.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP512x512+8'
User bitmap 'TMP512x512+8'
User bitmap 'TMP256x256+8'
Bmpman: 1289/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 211,  Estimated count = 425
================================================
Received post for event GS_EVENT_CMD_BRIEF during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_CMD_BRIEF (55) in state GS_STATE_START_GAME (51)
ANI cb_sm1-01_a.ani with size 440x200 (21.9% wasted)
Frame  0 too long!!: frametime = 8.422 (8.422)
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_CMD_BRIEF (43)
ANI 2_BriefMap with size 918x400 (21.9% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconScalpel with size 56x24 (25.0% wasted)
ANI iconplanet with size 183x182 (28.9% wasted)
ANI FadeiconPlanet with size 183x182 (28.9% wasted)
ANI FadeiconPlanet.ani with size 183x182 (28.9% wasted)
ANI iconv-freightercw with size 123x65 (49.2% wasted)
ANI Fadeiconv-FreighterCW with size 123x65 (49.2% wasted)
ANI Fadeiconv-FreighterCW.ani with size 123x65 (49.2% wasted)
ANI icont-fightW with size 51x54 (15.6% wasted)
ANI FadeiconT-FighterW with size 51x54 (15.6% wasted)
ANI FadeiconT-FighterW.ani with size 51x54 (15.6% wasted)
Frame  0 too long!!: frametime = 0.313 (0.313)
ANI iconplanet.ani with size 183x182 (28.9% wasted)
Got event GS_EVENT_SHIP_SELECTION (13) in state GS_STATE_BRIEFING (10)
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Diffuse Mapping
   Clip Plane
ANI iconwing01.ani with size 32x28 (12.5% wasted)
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
   Loading built-in default shader for: main-g.sdr
Shader features:
   Geometry Transformation
   Shadow Mapping
   Clip Plane
Title: Re: Deferred Lighting and soft shadows
Post by: DahBlount on March 24, 2014, 05:10:24 pm
Here is my log. I'd originally figured it was because I'm using stupid Intel HD 4000 graphics (I'm well aware of how bad that is), however after seeing Hirmuolio's post, I don't think that's the case as we have the exact same problem.

Important Note: This only happens without -disable_shadows activated.

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: 3.7.1
Passed cmdline options:
  -spec_exp 0.1
  -ogl_spec 120
  -spec_static 10
  -spec_point 4.5
  -spec_tube 10
  -ambient_factor 100
  -missile_lighting
  -no_emissive_light
  -3dshockwave
  -soft_particles
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod blueplanet2,blueplanet,MediaVPs_2014,ScreenCam
Building file index...
Found root pack 'C:\Games\Freespace2\blueplanet2\bp2-audio1.vp' with a checksum of 0x4f978a6b
Found root pack 'C:\Games\Freespace2\blueplanet2\bp2-compat.vp' with a checksum of 0x9c7d79f8
Found root pack 'C:\Games\Freespace2\blueplanet2\bp2-core.vp' with a checksum of 0x64e738b9
Found root pack 'C:\Games\Freespace2\blueplanet2\bp2-visuals1.vp' with a checksum of 0xbaa4dbd6
Found root pack 'C:\Games\Freespace2\blueplanet2\bp2-visuals2.vp' with a checksum of 0x9689af32
Found root pack 'C:\Games\Freespace2\blueplanet\bp-audio1.vp' with a checksum of 0x58f866a1
Found root pack 'C:\Games\Freespace2\blueplanet\bp-audio2.vp' with a checksum of 0x213dcdf3
Found root pack 'C:\Games\Freespace2\blueplanet\bp-compat.vp' with a checksum of 0x6ef45eaf
Found root pack 'C:\Games\Freespace2\blueplanet\bp-core.vp' with a checksum of 0xe5b684cd
Found root pack 'C:\Games\Freespace2\blueplanet\bp-visuals1.vp' with a checksum of 0x1604e6d1
Found root pack 'C:\Games\Freespace2\blueplanet\bp-visuals2.vp' with a checksum of 0xcb7237b9
Found root pack 'C:\Games\Freespace2\MediaVPs_2014\MV_A-Glows.vp' with a checksum of 0xd8f529e2
Found root pack 'C:\Games\Freespace2\MediaVPs_2014\MV_Assets.vp' with a checksum of 0x23b7997e
Found root pack 'C:\Games\Freespace2\MediaVPs_2014\MV_CB_ANI_1.vp' with a checksum of 0xa69eade8
Found root pack 'C:\Games\Freespace2\MediaVPs_2014\MV_CB_ANI_2.vp' with a checksum of 0x070ae320
Found root pack 'C:\Games\Freespace2\MediaVPs_2014\MV_Effects.vp' with a checksum of 0x6fbd3357
Found root pack 'C:\Games\Freespace2\MediaVPs_2014\MV_Music.vp' with a checksum of 0x6c8f665e
Found root pack 'C:\Games\Freespace2\MediaVPs_2014\MV_RadarIcons.vp' with a checksum of 0x04a9e65a
Found root pack 'C:\Games\Freespace2\MediaVPs_2014\MV_Root.vp' with a checksum of 0x107a739e
Found root pack 'C:\Games\Freespace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Games\Freespace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\Games\Freespace2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\Freespace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\Freespace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\Freespace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\Freespace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\Freespace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\Freespace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\Freespace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\Freespace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\Freespace2\blueplanet2\' ... 13 files
Searching root pack 'C:\Games\Freespace2\blueplanet2\bp2-audio1.vp' ... 243 files
Searching root pack 'C:\Games\Freespace2\blueplanet2\bp2-compat.vp' ... 1 files
Searching root pack 'C:\Games\Freespace2\blueplanet2\bp2-core.vp' ... 92 files
Searching root pack 'C:\Games\Freespace2\blueplanet2\bp2-visuals1.vp' ... 682 files
Searching root pack 'C:\Games\Freespace2\blueplanet2\bp2-visuals2.vp' ... 2480 files
Searching root 'C:\Games\Freespace2\blueplanet\' ... 2 files
Searching root pack 'C:\Games\Freespace2\blueplanet\bp-audio1.vp' ... 41 files
Searching root pack 'C:\Games\Freespace2\blueplanet\bp-audio2.vp' ... 683 files
Searching root pack 'C:\Games\Freespace2\blueplanet\bp-compat.vp' ... 1 files
Searching root pack 'C:\Games\Freespace2\blueplanet\bp-core.vp' ... 47 files
Searching root pack 'C:\Games\Freespace2\blueplanet\bp-visuals1.vp' ... 400 files
Searching root pack 'C:\Games\Freespace2\blueplanet\bp-visuals2.vp' ... 1561 files
Searching root 'C:\Games\Freespace2\MediaVPs_2014\' ... 6 files
Searching root pack 'C:\Games\Freespace2\MediaVPs_2014\MV_A-Glows.vp' ... 1735 files
Searching root pack 'C:\Games\Freespace2\MediaVPs_2014\MV_Assets.vp' ... 2015 files
Searching root pack 'C:\Games\Freespace2\MediaVPs_2014\MV_CB_ANI_1.vp' ... 32 files
Searching root pack 'C:\Games\Freespace2\MediaVPs_2014\MV_CB_ANI_2.vp' ... 57 files
Searching root pack 'C:\Games\Freespace2\MediaVPs_2014\MV_Effects.vp' ... 2063 files
Searching root pack 'C:\Games\Freespace2\MediaVPs_2014\MV_Music.vp' ... 32 files
Searching root pack 'C:\Games\Freespace2\MediaVPs_2014\MV_RadarIcons.vp' ... 24 files
Searching root pack 'C:\Games\Freespace2\MediaVPs_2014\MV_Root.vp' ... 848 files
Searching root 'C:\Games\Freespace2\ScreenCam\' ... 12 files
Searching root 'C:\Games\Freespace2\' ... 323 files
Searching root pack 'C:\Games\Freespace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Games\Freespace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\Games\Freespace2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\Freespace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\Freespace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\Freespace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\Freespace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\Freespace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\Freespace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\Freespace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\Freespace2\warble_fs2.vp' ... 52 files
Found 35 roots and 20805 files.
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Setting language to English
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX version: 1.0
  Max auxiliary sends: 1
  Playback device: Generic Software on Speakers (Realtek High Definition Audio)
  Capture device: Microphone (Realtek High Defini
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1366x768 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  OpenGL Vendor    : Intel
  OpenGL Renderer  : Intel(R) HD Graphics 4000
  OpenGL Version   : 4.0.0 - Build 9.18.10.3071

  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".
  Unable to find 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".
  Using extension "GL_ARB_texture_float".
  Using extension "GL_ARB_draw_elements_base_vertex".
  Using extension "GL_EXT_framebuffer_blit".
  Using extension "GL_EXT_geometry_shader4".
  Using extension "GL_EXT_texture_array".
  Using extension "GL_ARB_uniform_buffer_object".
  Using extension "GL_EXT_transform_feedback".
  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 new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
   Loading built-in default shader for: soft-g.sdr
Geometry shader failed to compile:
ERROR: 0:9: 'vec3' : syntax error syntax error


ERROR! Unable to create fragment shader!
  Shader in_error!  Disabling GLSL model rendering!
Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
   Loading built-in default shader for: soft-g.sdr
Geometry shader failed to compile:
ERROR: 0:6: 'vec3' : syntax error syntax error


ERROR! Unable to create fragment shader!
  Shader in_error!  Disabling GLSL model rendering!
Compiling deferred light shader...
   Loading built-in default shader for: deferred-v.sdr
   Loading built-in default shader for: deferred-f.sdr

  Max texture units: 8 (16)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 8192x8192
  Max render buffer size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: NO
  Using trilinear texture filter.
  OpenGL Shader Version: 4.00 - Build 9.18.10.3071
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'shipsaveload-sct.tbm' ...
TBM  =>  Starting parse of 'screencam-sct.tbm' ...
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-turretHotkey-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-trigger-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-tcard-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-stupid-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-equip-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-debrisgrav-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-csc-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-betty-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'bp-sdf.tbm' ...
Dutifully ignoring the extra sound values for retail sound 36, 'l_hit.wav'...
Dutifully ignoring the extra sound values for retail sound 37, 'm_hit.wav'...
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'bp-mus.tbm' ...
TBM  =>  Starting parse of 'bp2-mus.tbm' ...
TABLES => Starting parse of 'colors.tbl'...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'bp-mfl.tbm' ...
TBM  =>  Starting parse of 'bp2-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'bp2-amr.tbm' ...
TBM  =>  Starting parse of 'mv_assets-aip.tbm' ...
TBM  =>  Starting parse of 'bp-aip.tbm' ...
TBM  =>  Starting parse of 'bp2-aip.tbm' ...
Warning: "$perform less checks for death screams" flag is deprecated in favor of "$perform fewer checks for death screams"
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
TBM  =>  Starting parse of 'mv_root-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'bp-wxp.tbm' ...
TBM  =>  Starting parse of 'bp2-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 30 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (noeffect.eff) with 1 frames at 1 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (explo3.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (HFlakExp.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (exp06b.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (bomb_flare.eff) with 69 frames at 20 fps.
BMPMAN: Found EFF (exp50.eff) with 92 frames at 30 fps.
TBM  =>  Starting parse of 'LGBTBeam-wep.tbm' ...
TBM  =>  Starting parse of 'mv_root-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'bp-wep.tbm' ...
TBM  =>  Starting parse of 'bp2-wep.tbm' ...
Ignoring free flight speed for weapon 'Trebuchet#Aegis'
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'bp2-obt.tbm' ...
TBM  =>  Starting parse of 'shipsave-shp.tbm' ...
TBM  =>  Starting parse of 'screencam-shp.tbm' ...
TBM  =>  Starting parse of 'mv_root-shp.tbm' ...
TBM  =>  Starting parse of 'radar-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'bp-shp.tbm' ...
TBM  =>  Starting parse of 'bp2-shp.tbm' ...
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
Particle effect for impact spew disabled on ship 'Moon Landscape'.
Particle effect for damage spew disabled on ship 'Moon Landscape'.
Particle effect for impact spew disabled on ship 'The GRID'.
Particle effect for damage spew disabled on ship 'The GRID'.
TBM  =>  Starting parse of 'screencam-hdg.tbm' ...
ANI emptyhud with size 25x21 (34.4% wasted)
ANI currentspeed with size 124x30 (6.3% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI scspeed with size 50x179 (30.1% wasted)
ANI timesc with size 60x23 (28.1% wasted)
TBM  =>  Starting parse of 'mv_root-hdg.tbm' ...
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI time1 with size 47x23 (28.1% wasted)
BMPMAN: Found EFF (BPstealthgauge.eff) with 3 frames at 30 fps.
BMPMAN: Found EFF (viewfinder.eff) with 1 frames at 30 fps.
BMPMAN: Found EFF (BPsignalgaugetop.eff) with 1 frames at 30 fps.
BMPMAN: Found EFF (BPsignalgauge.eff) with 11 frames at 30 fps.
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
TBM  =>  Starting parse of 'bp-str.tbm' ...
TBM  =>  Starting parse of 'bp2-str.tbm' ...
loading animated cursor "cursor"
TBM  =>  Starting parse of 'bp-main-hall.tbm' ...
TBM  =>  Starting parse of 'bp2-main-hall.tbm' ...
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 465
Compiling video-processing shader ...
   Loading built-in default shader for: video-v.sdr
   Loading built-in default shader for: video-f.sdr
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Loading 'BP2Blount.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
PLR => Loading complete!
PLR => Verifying 'BP2Blount.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'BPBlount.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'DahBlount.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'DEBlount.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'FS2Blount.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'FSBlount.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Iceman.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'RBlount.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'SGBlount.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'VDBlount.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'WoDBlount.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'BP2Blount.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
PLR => Loading complete!
CSG => Loading 'BP2Blount.bp2-p2.csg' with version 3...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
CSG => Loading complete!
CSG => Loading 'BP2Blount.bp2-p2.csg' with version 3...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
CSG => Loading complete!
Frame  0 too long!!: frametime = 0.344 (0.344)
Got event GS_EVENT_LAB (63) in state GS_STATE_MAIN_MENU (1)
Loading model 'KarunaMk1.pof'
Potential problem found: Unrecognized subsystem type 'rotatora', believed to be in ship KarunaMk1.pof
Potential problem found: Unrecognized subsystem type 'Reactor01', believed to be in ship KarunaMk1.pof
Potential problem found: Unrecognized subsystem type 'Reactor02', believed to be in ship KarunaMk1.pof
Potential problem found: Unrecognized subsystem type 'Fighterbay', believed to be in ship KarunaMk1.pof
Found live debris model for 'navigation'
Found live debris model for 'navigation'
Found live debris model for 'sensors'
IBX: Found a good IBX to read for 'KarunaMk1.pof'.
IBX-DEBUG => POF checksum: 0x3771aad4, IBX checksum: 0x68db40ff -- "KarunaMk1.pof"
Submodel 'engine01b' is detail level 1 of 'engine01a'
Submodel 'engine01c' is detail level 2 of 'engine01a'
Submodel 'engine01d' is detail level 3 of 'engine01a'
Submodel 'engine01b-destroyed' is detail level 1 of 'engine01a-destroyed'
Submodel 'engine01c-destroyed' is detail level 2 of 'engine01a-destroyed'
Submodel 'engine01d-destroyed' is detail level 3 of 'engine01a-destroyed'
Submodel 'engine02b' is detail level 1 of 'engine02a'
Submodel 'engine02c' is detail level 2 of 'engine02a'
Submodel 'engine02d' is detail level 3 of 'engine02a'
Submodel 'engine02b-destroyed' is detail level 1 of 'engine02a-destroyed'
Submodel 'engine02c-destroyed' is detail level 2 of 'engine02a-destroyed'
Submodel 'engine02d-destroyed' is detail level 3 of 'engine02a-destroyed'
Submodel 'engine03b' is detail level 1 of 'engine03a'
Submodel 'engine03c' is detail level 2 of 'engine03a'
Submodel 'engine03d' is detail level 3 of 'engine03a'
Submodel 'engine03b-destroyed' is detail level 1 of 'engine03a-destroyed'
Submodel 'engine03c-destroyed' is detail level 2 of 'engine03a-destroyed'
Submodel 'engine03d-destroyed' is detail level 3 of 'engine03a-destroyed'
Submodel 'engine04b' is detail level 1 of 'engine04a'
Submodel 'engine04c' is detail level 2 of 'engine04a'
Submodel 'engine04d' is detail level 3 of 'engine04a'
Submodel 'engine04b-destroyed' is detail level 1 of 'engine04a-destroyed'
Submodel 'engine04c-destroyed' is detail level 2 of 'engine04a-destroyed'
Submodel 'engine04d-destroyed' is detail level 3 of 'engine04a-destroyed'
Submodel 'rotatorb-destroyed' is detail level 1 of 'rotatora-destroyed'
Submodel 'rotatorc-destroyed' is detail level 2 of 'rotatora-destroyed'
Submodel 'rotatord-destroyed' is detail level 3 of 'rotatora-destroyed'
Submodel 'rotatorb' is detail level 1 of 'rotatora'
Submodel 'rotatorc' is detail level 2 of 'rotatora'
Submodel 'rotatord' is detail level 3 of 'rotatora'
Allocating space for at least 43 new ship subsystems ...  a total of 200 is now available (43 in-use).
Loading model 'KarunaMk1.pof'
Potential problem found: Unrecognized subsystem type 'rotatora', believed to be in ship KarunaMk1.pof
Potential problem found: Unrecognized subsystem type 'Reactor01', believed to be in ship KarunaMk1.pof
Potential problem found: Unrecognized subsystem type 'Reactor02', believed to be in ship KarunaMk1.pof
Potential problem found: Unrecognized subsystem type 'Fighterbay', believed to be in ship KarunaMk1.pof
Found live debris model for 'navigation'
Found live debris model for 'navigation'
Found live debris model for 'sensors'
IBX: Found a good IBX to read for 'KarunaMk1.pof'.
IBX-DEBUG => POF checksum: 0x3771aad4, IBX checksum: 0x68db40ff -- "KarunaMk1.pof"
Submodel 'engine01b' is detail level 1 of 'engine01a'
Submodel 'engine01c' is detail level 2 of 'engine01a'
Submodel 'engine01d' is detail level 3 of 'engine01a'
Submodel 'engine01b-destroyed' is detail level 1 of 'engine01a-destroyed'
Submodel 'engine01c-destroyed' is detail level 2 of 'engine01a-destroyed'
Submodel 'engine01d-destroyed' is detail level 3 of 'engine01a-destroyed'
Submodel 'engine02b' is detail level 1 of 'engine02a'
Submodel 'engine02c' is detail level 2 of 'engine02a'
Submodel 'engine02d' is detail level 3 of 'engine02a'
Submodel 'engine02b-destroyed' is detail level 1 of 'engine02a-destroyed'
Submodel 'engine02c-destroyed' is detail level 2 of 'engine02a-destroyed'
Submodel 'engine02d-destroyed' is detail level 3 of 'engine02a-destroyed'
Submodel 'engine03b' is detail level 1 of 'engine03a'
Submodel 'engine03c' is detail level 2 of 'engine03a'
Submodel 'engine03d' is detail level 3 of 'engine03a'
Submodel 'engine03b-destroyed' is detail level 1 of 'engine03a-destroyed'
Submodel 'engine03c-destroyed' is detail level 2 of 'engine03a-destroyed'
Submodel 'engine03d-destroyed' is detail level 3 of 'engine03a-destroyed'
Submodel 'engine04b' is detail level 1 of 'engine04a'
Submodel 'engine04c' is detail level 2 of 'engine04a'
Submodel 'engine04d' is detail level 3 of 'engine04a'
Submodel 'engine04b-destroyed' is detail level 1 of 'engine04a-destroyed'
Submodel 'engine04c-destroyed' is detail level 2 of 'engine04a-destroyed'
Submodel 'engine04d-destroyed' is detail level 3 of 'engine04a-destroyed'
Submodel 'rotatorb-destroyed' is detail level 1 of 'rotatora-destroyed'
Submodel 'rotatorc-destroyed' is detail level 2 of 'rotatora-destroyed'
Submodel 'rotatord-destroyed' is detail level 3 of 'rotatora-destroyed'
Submodel 'rotatorb' is detail level 1 of 'rotatora'
Submodel 'rotatorc' is detail level 2 of 'rotatora'
Submodel 'rotatord' is detail level 3 of 'rotatora'
Frame  0 too long!!: frametime = 7.836 (7.836)
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on March 24, 2014, 06:32:47 pm
Hmm, it looks like geometry shaders for particles are causing the issue here. I might have to figure out a better way to detect if the end machine is capable of those or just take them out entirely.
Title: Re: Deferred Lighting and soft shadows
Post by: Luis Dias on March 25, 2014, 07:41:49 am
I get the beam bug (exactly as reported above, switching between correctly rendered and not frequently), I get the nebula bug (unrelated, but sometimes  the z buffer or smth just seems to stop working). I'll try to replicate the errors niffiwan detected later.

log attached

[attachment deleted by an evil time traveler]
Title: Re: Deferred Lighting and soft shadows
Post by: T-Man on March 26, 2014, 11:48:54 am
I had a bit of time free today so I decided to give this a run using the build you put up furthest down in the topic (though not sure if I'm a good example for testing; PC is a bit dated, has only single-core etc plus I've never really done this before :o). I did two tests, both with the graphics how I normally have them (full blast on everything). Pardon attachments it wouldn't let me post them as code (hit word limit). But yeah hope these are of some kind of help (if not let me know and can do new ones);

Test 1 (Debug1Vanguard) was with normal 2014 MediaVPs running (though I should note the debug itself was run through a custom mod I have for a project (so I could use the mission in it) that adds some FSPort content, thought it wouldn't fudge up the debugging but let me know if it does and i'll redo). With a couple of exceptions (such as some weird moving shadows on the Charybdis (see vid below), which I think were to do with it's animated texture but not sure) I seem to have your features fully working without issue (The Hades was a good example with it's high tower). Downside is it seems to cause my FPS to tank (usually I get 40-60ish, down to 15-30ish at times, but with this I usually averaged 12 and below. I did notice in my custom mission the jump node was invisible throughout the game (this only seemed to be the case with your test build; my other builds showed the node fine).

Test 2 (Debug2icarus) was running Blue Planet's 'Icarus' through your build (decided to try it and it didn't crash so I carried on, I dunno if that's caused extra issues though as I don't have the compatibility package I use the BP builds; again can redo if not suitable and sorry if it isn't). I can run BP on it's builds but not full blast due to slowdowns (not dissimilar to these), I have to run a step lower on graphic settings (which switches deferred lighting in their build off IIRC), but I went full blast anyway for these tests. As before looked mostly fine (I didn't seem to get that texture issue on Glaive), but FPS was low enough to be virtually unplayable sadly (7/8 average, went down to 4/5 at points). I did notice a strange 'wet' effect on some of the hulls as the scene plays (the Marcus Glaive shows that really well as it goes by); as if they have been soaked in water; no idea what that is.

Did a quick video so you had images (Behold choppy Icarus, you owe my processor a drink it think it lost the will to live!). (http://youtu.be/DnMAyf3wTZw)

My specs if they help in any way
Windows 7 Pro SP1 64-Bit
AMD Sempron 140 Processor 2.70 GHz
4 GB RAM
Graphics Card NVIDIA GeForce 9500 GT
Running some security and Steam in background. Was also running FRAPS at time of tests.

So yeah hope these help. The Shadows looked like they were working perfectly when I did see them :yes: (though I couldn't seem to get my ship causing any on other ships; may test this further).

[attachment deleted by an evil time traveler]
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on March 26, 2014, 01:34:24 pm
Can you do me a favor and try running the build with shadows disabled? I'd like to know what the performance difference is on your machine. There's a simple option in the Graphics tab of your launcher that says "Disable Shadows".
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on March 26, 2014, 02:34:27 pm
Oh btw, did you run debug or release?
Title: Re: Deferred Lighting and soft shadows
Post by: niffiwan on March 27, 2014, 07:00:32 am
From some more testing I can confirm the warp-out clip & glowpoint issues exist in trunk, I've updated my previous post accordingly.

As for release/debug question, mostly debug in my case.
Title: Re: Deferred Lighting and soft shadows
Post by: DahBlount on March 27, 2014, 08:09:17 am
I ran the debug build after I crashed using the normal build.
Title: Re: Deferred Lighting and soft shadows
Post by: T-Man on March 27, 2014, 08:25:54 am
Hey, sorry for the delay in new tests (logs below if of use). Assuming that the 'release' build is the other build given in the download, I ran tests using both, and did so for this run. I find only a couple of FPS difference between them, with the release faster by about 5 or so fps normally at times, and a couple of FPS faster in intensive moments. An aspect I completely forgot about earlier (sorry) is my graphics card has dedicated memory (2GB I think it is) to use alongside the system's 4 so graphics may be enjoying that boost.

Here's some more clips (http://youtu.be/P6ojmEOoYeA).

I found with shadows off gameplay was significantly faster, and went back to what felt like normal for my system (even with deferred lighting switched on) on both release and debug for both the normal and the BP, though it did fluctuate quite a bit as it played (I've not run the FPS checker much on release builds before so I never fully realised). On Media VPs especially there was barely one or two stutters (whereas before it was constantly stuttering), and on BP stuttering was still constant but far less than before.

In low-demand scenes (like viewing one ship in the lab, or in game just looking at space) it would hover around 60FPS. If a few ships were in view or I was viewing a complex model it went down to 30FPS and hovered there, dropping down to the low 20s or 10s when things got serious graphically (for a lot of Icarus it was in this region). Only in the most extreme moments (Icarus mainly with the Solaris) did it drop below 10. On the old test it would be 10s for most of it and drop to 4/5 for lots of Icarus, so it seems a noticeable degree faster.

Noticing how much it actually took while on I did another run with FRAPS off, but found it not much different (it was a couple of FPS faster at times, but no more).

The node was missing again on my normal mission, and Icarus had that 'wet hull' look again. I also noticed some of the FS fighters when viewed in BPs tech room (debug or release) had invisible cockpits (both the glass and most if not all of the cockpit models within were missing), but this wasn't the case on my Media VPs, nor when in-game on BP. This does not occour with other builds to my knowledge.

Hope these help. Let me know if you need anything more.

EDIT: Had a thought this afternoon to do two more tests on debug with the shadows on but deferred lighting off for comparison's sake (added logs below). Extreme stutter throughout again, with mostly 9-12 FPS in both lab and levels for both Normal and BP. Went as low as 4fps during Icarus' Solaris shots. It seems to be the shadow side of things that is causing the slowdowns my end therefore (the deferred lighting was fine), though that said from what I have seen the shadows seem to be working perfectly graphics wise amidst the slowdown. I dunno my PC could be simply running out of memory for the shadows (atm old gal's got to run FSO+Win7+2 security programs+Steam etc on one core) but that's a total n00b's guess so take with pinch of salt.

[attachment deleted by an evil time traveler]
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on March 27, 2014, 06:21:03 pm
Quote
In low-demand scenes (like viewing one ship in the lab, or in game just looking at space) it would hover around 60FPS. If a few ships were in view or I was viewing a complex model it went down to 30FPS and hovered there, dropping down to the low 20s or 10s when things got serious graphically (for a lot of Icarus it was in this region). Only in the most extreme moments (Icarus mainly with the Solaris) did it drop below 10. On the old test it would be 10s for most of it and drop to 4/5 for lots of Icarus, so it seems a noticeable degree faster.

Is this with shadows on or off?
Title: Re: Deferred Lighting and soft shadows
Post by: T-Man on March 27, 2014, 06:23:20 pm
Quote
In low-demand scenes (like viewing one ship in the lab, or in game just looking at space) it would hover around 60FPS. If a few ships were in view or I was viewing a complex model it went down to 30FPS and hovered there, dropping down to the low 20s or 10s when things got serious graphically (for a lot of Icarus it was in this region). Only in the most extreme moments (Icarus mainly with the Solaris) did it drop below 10. On the old test it would be 10s for most of it and drop to 4/5 for lots of Icarus, so it seems a noticeable degree faster.

Is this with shadows on or off?
Sorry, that was with shadows off (and deferred lighting on).
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on March 27, 2014, 06:24:48 pm
Well that's not good. How does your machine perform on those scenes normally on a build that's not mine?
Title: Re: Deferred Lighting and soft shadows
Post by: T-Man on March 27, 2014, 07:00:49 pm
Well that's not good. How does your machine perform on those scenes normally on a build that's not mine?
The Normal VPs when run on the 23 Feb nightly release (SSE20140223_r10475, which is what I've been running recently) with graphics at full gives me 60FPS for most of the mission (didn't realise how much in fact) but occasionally drops down to 30FPS or high 20s at high graphic moments, and sometimes at moments where there seemed to be no real explanation (it seemed to if I looked at suns for one, so might have been while doing the light shafts). Lowest figure I ever saw to my knowledge was 19.

I run BP using the most up-to-date BP release build (14th December I think? I'm confident it's the latest whichever) with the lighting turned down to level three but all other effects on full. That gives me 30FPS for most of the mission, dropping to 20s or high 10s when things get heavy and slightly below 10 occasionally (lowest I saw was 6/7 briefly, but 14 or so was common). Not amazing but not unplayable (if I try to run at lighting 5, the results are much like the results I've found with your builds.

Would you like logs for those?
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on March 27, 2014, 09:56:37 pm
No, the data you've given me has been very useful so far, thank you.

Okay, so that makes a lot more sense since the BP builds have deferred lighting support. Luckily, I made sure that the engine can run with deferred lighting disabled (Something not available in the BP builds) so that you aren't forced to run at a lower framerate if having more lights isn't that important to you.

I don't know of any additional ways to improve the performance of deferred lighting but I'll have to likely implement cheaper shadow filtering methods that people on lower end machines can switch to.
Title: Re: Deferred Lighting and soft shadows
Post by: DahBlount on March 27, 2014, 10:02:51 pm
So what about the problem of Deferred lighting screwing up shaders and such?
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on March 27, 2014, 10:10:15 pm
how are they screwing up shaders?
Title: Re: Deferred Lighting and soft shadows
Post by: The E on March 28, 2014, 02:39:00 am
No, the data you've given me has been very useful so far, thank you.

Okay, so that makes a lot more sense since the BP builds have deferred lighting support. Luckily, I made sure that the engine can run with deferred lighting disabled (Something not available in the BP builds) so that you aren't forced to run at a lower framerate if having more lights isn't that important to you.

I don't know of any additional ways to improve the performance of deferred lighting but I'll have to likely implement cheaper shadow filtering methods that people on lower end machines can switch to.

One of the changes I made in the BP builds was to have the lighting detail slider control how many lights were created, this should probably make it into these builds as well.
Title: Re: Deferred Lighting and soft shadows
Post by: DahBlount on March 28, 2014, 08:32:09 am
how are they screwing up shaders?

For me at least, normal maps do not work with deferred lighting on.

And as far as I can tell team color shaders don't work either.
Title: Re: Deferred Lighting and soft shadows
Post by: The E on March 28, 2014, 08:54:36 am
Small point: Those are shader features, not shaders. And the team color thing is already known; the normal map thing is just weird though. Can you take comparative screenshots from the F3 lab? Like, take a screenshot of one of the MediaVPs modelsusing both the normal and the deferred lighting build?

In addition, do note that according to your last posted log, you only have an Intel HD GPU. Those are not guaranteed to actually work with some of the more complicated shader stuff we're doing.
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on March 28, 2014, 11:30:48 am
You should also try disabling deferred lighting to see if normal maps work there.
Title: Re: Deferred Lighting and soft shadows
Post by: Spoon on March 29, 2014, 09:02:26 am
This is harder to notice on smaller objects: http://youtu.be/A9YhTZB3w0w
Title: Re: Deferred Lighting and soft shadows
Post by: Kolgena on March 30, 2014, 06:50:55 pm
Looks like the shadow slope bias (?) is set too high? Shadow disappears when the angle of surface shadowed is too small of an angle to the camera. If so, this should happen even with older hard shadows, and doesn't have much of a workaround if you want to avoid shadow acne.
Title: Re: Deferred Lighting and soft shadows
Post by: Spoon on March 31, 2014, 07:29:42 pm
No this definitely did not happen with the old shadow build

I would have noticed a long time ago when I was recording this http://youtu.be/8E3a_RL2XkE

Edit: It's also noticable in the briefing ship selection
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on April 02, 2014, 01:51:21 am
I just figured out why that's happening. I'm forgetting to give the main shader all four projection matrices for the cascades. So that bug should be fixed soon. :D
Title: Re: Deferred Lighting and soft shadows
Post by: Spoon on April 03, 2014, 06:51:34 am
Hooray \o/

Edit: I think I forgot to mention anywhere that I used this shadows build to record the video in  here (http://www.hard-light.net/forums/index.php?topic=87217.msg1742504#msg1742504)
Title: Re: Deferred Lighting and soft shadows
Post by: Ghost on April 10, 2014, 06:07:29 pm
God almighty this build ruins my framerate. Really nice work though.
Title: Re: Deferred Lighting and soft shadows
Post by: Nemesis6 on April 10, 2014, 07:56:36 pm
I keep getting total white-outs on my screen when in combat. It seems to happen when big explosions occur, but I'm not sure. I'm getting CTD's, too, and they mostly happen also when big explosions happen.
Title: Re: Deferred Lighting and soft shadows
Post by: Bryan See on April 19, 2014, 09:10:19 am
I tried with this build - it looks awesome with all of the deferred lighting and soft shadowing, which is better than the Blue Planet dedicated build. However, there are a few issues to resolve, the ships with "show ship" and the cockpit doesn't seem to display shadows. Anyone has the same issue? I think some guys who tried this build on Diaspora got.
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on April 29, 2014, 12:08:45 pm
No shadows for cockpits and show ship just yet. Maybe later.
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on May 19, 2014, 11:51:56 pm
I fixed a bunch of problems. Rendering issues should (the keyword is should) go away. And that includes issues with transparencies and warp effects. I've also made the geometry shader particle code more fault tolerant so if you don't have support for geometry shaders, the engine should go back to the old way of rendering them gracefully. Again the keyword is should.

Oh yes, I've changed the way we render shadows. I got rid of the gaussian blur pass. We're now doing a 16-sample poisson disc sample filter. I may tie the number of samples to a slider in the future. Or base it off of cascade distance. Whatever, try it out and please give me feedback.
Title: Re: Deferred Lighting and soft shadows
Post by: m!m on May 20, 2014, 03:06:27 am
Just tried it and performance is much better. Even with shadows enabled I still don't go below 20 FPS in the BP2 Icarus (I think that's how the mission is called) cutscene.

The shadows look nice although I had some issues with it (yes, it's an AMD graphics card).
I can't really describe it so here is a screenshot:
(http://i.imgur.com/Ki7PwqU.png)
You can see the right side of the Ravana is lit and the other side is not (the sun is off-screen to the right).

Overall the new effects look really nice, the lighting works perfectly and looks absolutely fantastic.
Title: Re: Deferred Lighting and soft shadows
Post by: Luis Dias on May 20, 2014, 03:36:54 am
I'm not sure the Ravana should be lit at all at that angle. What I think makes it lit is the fact that those normal maps force some parts of those faces into a direction that should be impossible... yeah but then they should be shadowed right? It's hard to understand what is going on there with only one frame...
Title: Re: Deferred Lighting and soft shadows
Post by: The E on May 20, 2014, 10:52:36 am
Performance is good, and the rendered picture seems to be mostly fine, with one exception: Team Colors are not rendered.
Title: Re: Deferred Lighting and soft shadows
Post by: The E on May 30, 2014, 10:00:17 am
Speaking of that: I found the cause. In modelinterp.cpp, interp_clear_instance(), you are resetting the Interp_team_color_set global to false, this overrides it being set to true earlier in the code. Commenting that line out restores visually(!) correct behaviour.
Title: Re: Deferred Lighting and soft shadows
Post by: Zacam on June 13, 2014, 06:45:44 am
Finally had a chance to test this out. The good news is: Same FPS as what I get on Trunk.

So, in the F3 lab, is the mouse attached to some form of a spotlight that moves left/right as the mouse goes up/down?

I see there are some commandline settings, but as I haven't been arsed to run wxLauncher in ages, what are they and their values?

Possibly asset related as I can't seem to find any other model in the 2014 MediaVP's that does this, but check out the domes of the Charybdis in the F3 lab for some unusual behaviour.

It's already been pointed out (I think) as 'known' but the env mapping is really kind of strong under the same light settings compared to trunk.
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on June 14, 2014, 12:12:00 am
Thanks for the feedback, Zacam. The spotlight would probably be Valathil's light debug thingy. He used it to test deferred lighting settings.

I'll check into the other things you reported as well.

In the meantime, I have another update and synced it to 10794. Team colors should be working now.

http://www.mediafire.com/download/haubctqd0y6qius/shadows_10794.zip
Title: Re: Deferred Lighting and soft shadows
Post by: Echelon9 on June 14, 2014, 03:02:34 am
Thanks Swifty, I'm interested in following this feature branch.
Title: Re: Deferred Lighting and soft shadows
Post by: Skarab on June 14, 2014, 06:20:37 am
Well this is a new one for me... Chrome says "shadows_10794.zip is malicious, and Chrome has blocked it."  This message is generated by the Chrome browser, not my AV. I have the option to dismiss the warning and download it anyway, but I'll err on the side of caution till you check it out.  Might be a false positive.

Edit:  If it helps, I'm running version 35.0.1916.153 m of Chrome.
Title: Re: Deferred Lighting and soft shadows
Post by: hirmuolio on June 14, 2014, 03:45:28 pm
Far away surfaces lit by stars are covered with black stuff.
Small clips showing what it looks like: http://www.gfycat.com/GranularForcefulHammerheadshark (http://www.gfycat.com/GranularForcefulHammerheadshark)
It seems to mostly go away when you fly further away (http://i.imgur.com/cIPpxq5.png) (not so visible when not animated but only middle part of the ship is covered in it)

Using shadows_10794.

[attachment kidnapped by pirates]
Title: Re: Deferred Lighting and soft shadows
Post by: chief1983 on June 15, 2014, 11:04:28 am
Microsoft Security Essentials found no problems with the archive I downloaded or the files within, I downloaded with Firefox.  Just FYI.
Title: Re: Deferred Lighting and soft shadows
Post by: Dragon on June 15, 2014, 02:51:15 pm
COMODO AV also seems to think it's safe. It's just a false positive.
Title: Re: Deferred Lighting and soft shadows
Post by: fightermedic on June 15, 2014, 04:13:05 pm
Far away surfaces lit by stars are covered with black stuff.
Small clips showing what it looks like: http://www.gfycat.com/GranularForcefulHammerheadshark (http://www.gfycat.com/GranularForcefulHammerheadshark)
It seems to mostly go away when you fly further away (http://i.imgur.com/cIPpxq5.png) (not so visible when not animated but only middle part of the ship is covered in it)

Using shadows_10794.
i have the same promlem
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on June 15, 2014, 07:38:54 pm
what video card do you two have?
Title: Re: Deferred Lighting and soft shadows
Post by: hirmuolio on June 16, 2014, 09:23:17 am
GTX 660.
Title: Re: Deferred Lighting and soft shadows
Post by: Aardwolf on June 17, 2014, 09:04:24 am
That looks like some kind of UB to me
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on June 22, 2014, 09:16:06 pm
ogl_spec should be working again. Fixed the weird artifacts on nvidia cards. Fixed some collision detection issues that were a result of some experiments.

http://www.mediafire.com/download/hs1xuvhtoms1aat/shadows_10794_r2.zip
Title: Re: Deferred Lighting and soft shadows
Post by: den5 on June 22, 2014, 10:43:05 pm
Sorry if this asked before but can we get shadows like in the F3 lab? Maybe with shadow_quality 3 custom flag.
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on June 22, 2014, 11:41:26 pm
It's not that simple. The shadows look better in the lab because we're limited to a static scene with static distances with one model. A dynamic scene requires multiple cascades to account for various distances.
Title: Re: Deferred Lighting and soft shadows
Post by: FrikgFeek on June 22, 2014, 11:56:37 pm
There's a problem with engine and missile trails, even when you turn deferred lighting and shadows off. It seems to be an issue with the builds themselves. The framerate is surprisingly stable, even with multiple spammable light sources(like 2 wings of Persei with twin Balors all firing at the same cruiser).
Title: Re: Deferred Lighting and soft shadows
Post by: The E on June 23, 2014, 12:08:07 am
Define "a problem", please.
Title: Re: Deferred Lighting and soft shadows
Post by: FrikgFeek on June 23, 2014, 12:16:47 am
Missile trails only work half the time, and they flicker, disappearing and reappearing as they please. Engine trails don't show up at all.
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on June 23, 2014, 02:30:52 am
Looks like I really will have to scrap geometry shader trails and particles. Well, it was good while it lasted, guys.

EDIT: FrikgFeek, what's your video card?
Title: Re: Deferred Lighting and soft shadows
Post by: FrikgFeek on June 23, 2014, 02:46:29 am
It's an AMD R7970, the processor is an intel i7-4790. I've checked for overheating as these builds are pretty GPU and CPU intense, but the CPU is around 45C and the GPU is around 55, so that's not it either.
Title: Re: Deferred Lighting and soft shadows
Post by: hirmuolio on June 23, 2014, 02:59:47 am
I have normal engine trails and missile trails (hornets) with gtx 660. And the black stuff is gone now.
Title: Re: Deferred Lighting and soft shadows
Post by: FrikgFeek on June 23, 2014, 03:13:38 am
Think this might be related to the bug that made all ships and weapons pitch black in ship select? That was fixed in 10800, but this build is based on 10794. Although ship select works just fine on this build, somehow.
Title: Re: Deferred Lighting and soft shadows
Post by: AdmiralRalwood on June 23, 2014, 10:29:21 am
The bug that made ships and weapons pitch black in ship select was due to a pow() call with a negative first argument; are there any of those in the new shaders?
Title: Re: Deferred Lighting and soft shadows
Post by: The E on June 23, 2014, 01:07:59 pm
It's an AMD R7970, the processor is an intel i7-4790. I've checked for overheating as these builds are pretty GPU and CPU intense, but the CPU is around 45C and the GPU is around 55, so that's not it either.

I'm on a Radeon 7850, and I have normal trails, what driver version are you using (I'm on Catalyst 14.4, myself)
Title: Re: Deferred Lighting and soft shadows
Post by: fightermedic on June 23, 2014, 04:07:46 pm
i have a gtx 750 ti, the newest version fixed the problems with the buggy black shades, but the trails are still buggy for me too
but at least they are flickering now, before the trails would not show at all
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on June 23, 2014, 07:03:49 pm
The bug that made ships and weapons pitch black in ship select was due to a pow() call with a negative first argument; are there any of those in the new shaders?

No. I ended up fixing that bug independently in my own builds before I was aware that a fix had been made in trunk.
Title: Re: Deferred Lighting and soft shadows
Post by: FrikgFeek on June 23, 2014, 08:31:36 pm
I'm on 14.6, and I got afterburner trails to show up sometimes. Always-on trails(like the ones in WoD) still don't work.
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on June 24, 2014, 10:25:34 pm
This may be a OpenGL state issue. I'm able to reproduce the bug on my Nvidia machine. Let me see if I can fix it.
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on June 25, 2014, 01:32:28 am
Nevermind, the problem disappeared :\

Are trails not working for anybody else? Can I also get a roll call of additional people that have working trails?
Title: Re: Deferred Lighting and soft shadows
Post by: FrikgFeek on June 25, 2014, 02:02:03 am
Well, If I use the -no glsl flag they work, but they're incredibly thin, update once a second, and generally look like crap, but they do work.
I don't know if that helps.
Title: Re: Deferred Lighting and soft shadows
Post by: AdmiralRalwood on June 25, 2014, 11:41:36 am
Are trails not working for anybody else? Can I also get a roll call of additional people that have working trails?
Okay, I finally got around to trying this. Fired up "Argonautica" and missile trails, ship trails, and afterburner trails all worked fine. Radeon R9 290 with Catalyst 14.6 beta drivers here.

Noticed that at least one of the Mantis 3012 bugs was still around, but that's not that surprising given that those fixes were committed in r10821.

No. I ended up fixing that bug independently in my own builds before I was aware that a fix had been made in trunk.
I'm going to have to disagree with your definition of "fixing" here... ;)


Unless said fix wasn't in the build you linked above.
Title: Re: Deferred Lighting and soft shadows
Post by: FrikgFeek on June 25, 2014, 11:52:34 am
Well, when they've been black for like a year(13.1 drivers introduced this problem, and IIRC it was fixed in the june 16th nightly) just showing up is good enough. Retail missiles and engine trails seem to fare much better with these builds, try it out in a mod(especially one with perma-trails) if you want to break it.
Title: Re: Deferred Lighting and soft shadows
Post by: AdmiralRalwood on June 25, 2014, 12:10:51 pm
Well, when they've been black for like a year(13.1 drivers introduced this problem, and IIRC it was fixed in the june 16th nightly) just showing up is good enough.
Whatever Swifty has done here has to be more involved than just sticking a pair of abs() calls into the shader (the fix committed in r10797) for it change the behavior like it does, so making them "just show up" probably took more effort. :P
Title: Re: Deferred Lighting and soft shadows
Post by: FrikgFeek on June 25, 2014, 12:46:56 pm
That's true, but whatever he's done(or tried to do) clearly doesn't fully work. So I think "just showing up" is an appropriate description.
And I really mean no offence, but that's just how it is.
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on June 28, 2014, 11:47:57 pm
I need to clarify that whatever FrikgFeek thinks is a fix is just a result of a couple lines of code that were changed experimentally to ascertain the cause of that rendering bug. It just happened to be accidentally committed into the deferred light and soft shadows branch. So I think whatever discussion about that bug is largely irrelevant when it comes to these builds.

Anyway, I have another build that supposedly fixes trails. I've also adjusted the shadow cascade distances to prevent the fourth cascade from looking like crap.

http://www.mediafire.com/download/6fw8qfrjuel7rqx/shadows_10794_r3.zip
Title: Re: Deferred Lighting and soft shadows
Post by: FrikgFeek on June 29, 2014, 01:55:47 am
Ok, so permatrails work now, but only if I launch the .exe direclty. If I use the launcher(with the same flags) they don't. I have no idea why.
I'll play with it a bit more and try to break it in other ways, don't know if I'll mange to give you any useful info though.
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on June 29, 2014, 03:27:20 am
Can you tell me which flags you're using again?
Title: Re: Deferred Lighting and soft shadows
Post by: FrikgFeek on June 29, 2014, 03:42:00 am
 -nomotiondebris -missile_lighting -3dshockwave -post_process -soft_particles -fxaa -cache_bitmaps -dualscanlines -targetinfo -orbradar -rearm_timer -ship_choice_3d -3dwarp -warp_flash -snd_preload -fps  -bloom_intensity 70  -ambient_factor 25 -spec_exp 15 -spec_point 1.2 -spec_static 1.7 -spec_tube 1.5 -ogl_spec 50

Trying a few different mods, mostly using MVPs 2014
Title: Re: Deferred Lighting and soft shadows
Post by: Nemesis6 on June 29, 2014, 12:32:41 pm
I've spotted a bug that's not present in the other shadow/graphics builds - In the last mission of Vassago's Dirge, when you get to the airlock, the game will freeze seconds after
Spoiler:
the ambush
.
Title: Re: Deferred Lighting and soft shadows
Post by: General Battuta on July 03, 2014, 01:13:00 am
Can you describe the freeze? Are you stuck on a white screen?
Title: Re: Deferred Lighting and soft shadows
Post by: fightermedic on July 03, 2014, 05:41:28 pm
using the latest build, the trails are still flickering, but they are better than they had been before
before they would switch between not being drawn at all and massive flickering, now at least they are always drawn, but still constantly flicker
Title: Re: Deferred Lighting and soft shadows
Post by: fightermedic on July 04, 2014, 10:16:47 am
one other thing: in missions with 512 asteroids i get crashes, seems like the build doen't support that man objects in a mission
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on July 04, 2014, 11:06:33 am
What missions and in what campaigns are you playing?
Title: Re: Deferred Lighting and soft shadows
Post by: Nemesis6 on July 05, 2014, 04:57:40 pm
Can you describe the freeze? Are you stuck on a white screen?

That's weird - When I tried the mission again after having finished it with the BP build, both builds a now stuck on that white screen when I try to play the end mission again through the tech room. When it wasn't doing this, it would manifest as the game just stopping; Windows reporting that the application has stopped responding. Can't say much else unfortunately.
Title: Re: Deferred Lighting and soft shadows
Post by: General Battuta on July 05, 2014, 04:59:57 pm
Isn't that the load screen for the next mission?
Title: Re: Deferred Lighting and soft shadows
Post by: fightermedic on July 06, 2014, 03:37:58 am
What missions and in what campaigns are you playing?
my own test missions, works with something like 200 asteroids, crashes with 500
Title: Re: Deferred Lighting and soft shadows
Post by: Echelon9 on July 06, 2014, 03:51:07 am
This is possibly an engine limitation, once settled it should be added and a cleanup done to http://www.hard-light.net/wiki/index.php/Engine_limitations
Title: Re: Deferred Lighting and soft shadows
Post by: AdmiralRalwood on July 06, 2014, 02:13:04 pm
From asteroid.h:
Code: [Select]
#define MAX_ASTEROIDS 512

I think his point is that the mission does not crash a regular FSO build... but correct me if I'm wrong.
Title: Re: Deferred Lighting and soft shadows
Post by: fightermedic on July 06, 2014, 02:57:56 pm
that's the point exactly
btw, another bug i think: i can't see any jump nodes
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on July 07, 2014, 08:32:21 pm
It would help a lot if you can get me a log file of the crash with the asteroids. A mission file that replicates the conditions of your crash would help but I think a log file will still go a long way.
Title: Re: Deferred Lighting and soft shadows
Post by: zookeeper on July 08, 2014, 04:37:34 am
Would there be any chance of getting a patch for merging the shadows code into my branch (which is only in SVN)? It certainly doesn't seem very straightforward, but on the other hand you'd get a lot of testing from FotG that way. :D
Title: Re: Deferred Lighting and soft shadows
Post by: CountBuggula on July 08, 2014, 10:47:40 am
Yes please - we're VERY eager to get your shadows into FOTG.  It'll make a world of difference.
Title: Re: Deferred Lighting and soft shadows
Post by: zookeeper on July 08, 2014, 10:59:19 am
And just in case I wasn't clear, we're not going to actually commit the shadows code to my branch until it hits trunk, this is only for the purpose of getting test builds.
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on July 09, 2014, 02:45:30 pm
hopefully there won't be too many conflicts but I'll get a patch going soon.
Title: Re: Deferred Lighting and soft shadows
Post by: zookeeper on July 09, 2014, 04:05:04 pm
Great, thanks! I synced my branch with trunk r10900 just now, in case that'll make anything easier.
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on August 23, 2014, 06:23:53 pm
New build. This time with a bunch of rendering optimizations.

I restored the batched model rendering system I wrote a while back but scrapped because it had problems. This one is designed a bit better and should increase framerates when drawing models with a lot of sub-objects. You can turn it off by going to the "Troubleshooting" dropdown menu in the launcher and selecting "Disable batched model rendering"

I also refactored the shader system for effects. I noticed a very large chunk of frametime gets consumed by drawing soft particle effects and I seemed to source it to sampling the depth texture on my AMD card. Sampling the position texture produced by the deferred lighting system seems to eliminate this bottleneck at least on my machine so I dunno if this performance boost will extend to other machines.

Fixed a bunch of bugs. Added a bit of some additional error handling code if users don't have the proper OpenGL extensions. We're still on Revision 10794 on this build because resyncing with trunk takes a bit out of me especially if I have to backport the changes done to the deprecated model rendering code into the new model rendering code.

Enjoy.

http://www.mediafire.com/download/v2y7ob1ipz6zn2h/shadows_10794_r4.zip
Title: Re: Deferred Lighting and soft shadows
Post by: Kolgena on August 25, 2014, 09:03:19 pm
I just tried the build, and there are some odd shenanigans with the way certain elements are getting rendered.

1. Missile trails in the nebula (only tested hornets, and only in the nebula, didn't try any empty space missions) will flicker in and out of being rendered. This behavior seems to only affect missiles that have aspect lock. Firing hornets with no target renders trails consistently.
2. 3D weapon and ship selection is a bit buggy. The model animation starts wrong (it's rotated by exactly 180 degrees), which means the scanline doesn't follow the model's glow/render effect.
3. In weapon selection, the spinning 3D ship model appears to have a clipping plane right in the middle of it parallel to the screen. Parts of the ship behind this plane are invisible as it spins.
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on August 26, 2014, 01:47:34 pm
The wrong model animations in the weapon and ship select screens are because I haven't merged with the current revisions in trunk.

I'm not getting any clip plane issues in the weapon select screen. Screenshots would help. I do notice the shadows and lighting are incorrect and need to be fixed though. I also notice that the hardpoint indicators are being drawn in the wrong location as well. But I'm not see a clipping issue.

I'm not getting any issues with missile trails either in nebulas. Is there a specific mission you tested?
Title: Re: Deferred Lighting and soft shadows
Post by: Kolgena on August 27, 2014, 05:33:57 pm
Not able to give you a screenshot at this moment.

All of this was tested in The Great Hunt (lysander gets skewered by ravanna), with Mediavps 2014 (with the new nebulas). The problem with the hornets is, the missiles will spawn within view, without trails, then fly forwards, at which points trails will spawn (I was shooting astaroths). However, these same trails will periodically blink out of existence and back again, based on some unknown factors. Shooting hornets in the same environment without a target or missile lock will cause missiles to spawn with trails, and for the trails to more reliably stay in existence.

In weapon selection, the spinning 3D model of the Herc II will have the back bit of the model become black. That's what I mean by the clipping issue. If you don't see it, might just be something on my end. I am on CCC 14.4 WHQL, which is supposed to have garbage OGL support, so it could be that.

I didn't get a chance to properly test shadows/lighting aside from the F3 ship lab, so can't comment on if it looks right or not because nebula missions make you half blind. Things seemed fine in ship lab.
Title: Re: Deferred Lighting and soft shadows
Post by: Cyborg17 on August 27, 2014, 05:51:13 pm
All of this was tested in The Great Hunt (lysander gets skewered by ravanna), with Mediavps 2014 (with the new nebulas). The problem with the hornets is, the missiles will spawn within view, without trails, then fly forwards, at which points trails will spawn (I was shooting astaroths). However, these same trails will periodically blink out of existence and back again, based on some unknown factors. Shooting hornets in the same environment without a target or missile lock will cause missiles to spawn with trails, and for the trails to more reliably stay in existence.

Isn't this just the nebula render bug that was fixed in trunk? The fix in r10821, if I'm reading the log right.  This shadows build was forked before that (r10794), right?
Title: Re: Deferred Lighting and soft shadows
Post by: AdmiralRalwood on August 27, 2014, 09:29:06 pm
r10821 was fixing ships and engines, not missile trails. I can guarantee that I changed no code related to missile trails in that commit.
Title: Re: Deferred Lighting and soft shadows
Post by: DahBlount on September 08, 2014, 09:49:06 pm
So this happens.

(http://i.imgur.com/XdCXYCH.png)

This only occurs with large ships, not fighters and bombers.
Title: Re: Deferred Lighting and soft shadows
Post by: AdmiralRalwood on September 08, 2014, 09:52:46 pm
I get the same behavior as DahBlount... although speaking of Icarus, I also get way better performance. Almost a 15 FPS increase in the worst-performing part, compared to trunk. Pretty impressive work, Swifty!
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on September 09, 2014, 01:48:38 am
Thanks! For both that bug report and the praise!

It looks like I didn't account for 3D warp models. I'll figure out what's up with that.
Title: Re: Deferred Lighting and soft shadows
Post by: DahBlount on September 10, 2014, 05:07:51 pm
Indeed, great job on the performance boost.

In other news, JAD:XA and Soft Shadows do not blend.


Includes a few old bugs, as well as new ones.
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on September 10, 2014, 10:08:05 pm
Videos help but if you can specify what I should be looking for, that will go a long way into making sure I don't miss anything.
Title: Re: Deferred Lighting and soft shadows
Post by: DahBlount on September 11, 2014, 02:46:02 pm
Issues: sky box and starfield get left behind

Weapons and ships rotated 90 degrees in the select screen


Other than that the invisible ship is due to an external main-f.sdr
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on September 15, 2014, 11:39:38 pm
http://www.mediafire.com/download/prw8w7kkieg62kt/shadows_11046.zip

I synced the builds to Revision 11046. I fixed warp POFs while also fixing a lot of weapon and ship select rendering issues. I also fixed a problem with jumpnodes not rendering.
Title: Re: Deferred Lighting and soft shadows
Post by: AdmiralRalwood on September 16, 2014, 02:41:11 am
I fixed warp POFs
I can confirm this! The good ol' test of Icarus is looking much better.

I did have a weird problem, though. When I re-ran Icarus immediately after it finished, FSO crashed. When I tried again with Debug, I got this:
Code: [Select]
Assert: Polygon_models[num]->id == model_num
File: modelread.cpp
Line: 3066
Index collision between model Torrent.pof and requested model 3008. Please backtrace and investigate.


ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_1_shadows_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_1_shadows_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_1_shadows_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_1_shadows_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_1_shadows_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_1_shadows_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_1_shadows_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_1_shadows_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_1_shadows_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_1_shadows_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_1_shadows_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_1_shadows_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_1_shadows_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_1_shadows_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_1_shadows_SSE2-DEBUG.exe! <no symbol>
fs2_open_3_7_1_shadows_SSE2-DEBUG.exe! <no symbol>
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes

Since the lack of symbols makes that less than helpful, here's the same error on a self-compiled build (which exhibited identical behavior to the provided builds):
Code: [Select]
Assert: Polygon_models[num]->id == model_num
File: modelread.cpp
Line: 3066
Index collision between model Torrent.pof and requested model 3008. Please backtrace and investigate.


ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_1_shadows_AVX-DEBUG.exe! SCP_DumpStack + 354 bytes
fs2_open_3_7_1_shadows_AVX-DEBUG.exe! WinAssert + 238 bytes
fs2_open_3_7_1_shadows_AVX-DEBUG.exe! model_get + 309 bytes
fs2_open_3_7_1_shadows_AVX-DEBUG.exe! ship_page_in + 2693 bytes
fs2_open_3_7_1_shadows_AVX-DEBUG.exe! level_page_in + 48 bytes
fs2_open_3_7_1_shadows_AVX-DEBUG.exe! freespace_mission_load_stuff + 206 bytes
fs2_open_3_7_1_shadows_AVX-DEBUG.exe! game_post_level_init + 177 bytes
fs2_open_3_7_1_shadows_AVX-DEBUG.exe! game_start_mission + 371 bytes
fs2_open_3_7_1_shadows_AVX-DEBUG.exe! game_enter_state + 520 bytes
fs2_open_3_7_1_shadows_AVX-DEBUG.exe! gameseq_set_state + 303 bytes
fs2_open_3_7_1_shadows_AVX-DEBUG.exe! game_process_event + 242 bytes
fs2_open_3_7_1_shadows_AVX-DEBUG.exe! gameseq_process_events + 149 bytes
fs2_open_3_7_1_shadows_AVX-DEBUG.exe! game_main + 782 bytes
fs2_open_3_7_1_shadows_AVX-DEBUG.exe! WinMain + 328 bytes
fs2_open_3_7_1_shadows_AVX-DEBUG.exe! __tmainCRTStartup + 296 bytes
fs2_open_3_7_1_shadows_AVX-DEBUG.exe! WinMainCRTStartup + 13 bytes
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes


Finally, I was playing around with uncommenting the "$Glowpoint overrides:" entries in bp2-shp.tbm, and encountered some... odd behavior. After the "dogfighting" scene, when the camera cuts to the bombing run, I get a solid white screen (I took a screenshot of it, but it's just a 1920x1080 block of white, so I didn't see a point in uploading it) until about here:
(http://deviance.duckish.net/pictures/after_problem.png)

Occasionally the "white screen" happens at some point during the "dogfighting" scene, too, depending on where the camera winds up pointing.

Additionally, although I'm not sure why, this also disables lightshafts at the end:
(http://deviance.duckish.net/pictures/no_lightshafts.png)

Again, this only happens if you take bp2-shp.tbm and uncomment the "$Glowpoint overrides:" lines.
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on September 19, 2014, 05:27:08 pm
I just fixed the white screen issue. I've yet to figure out what's causing the crash when loading up Icarus the second time. Same thing happens when loading the first intro mission for BP2 Part 1. Hopefully I'll resolve it this weekend.
Title: Re: Deferred Lighting and soft shadows
Post by: DahBlount on September 19, 2014, 05:38:35 pm
Could you also figure out why glowpoints aren't clipping through warp models correctly? At the moment, they just appear from no where and follow the ship as it comes through the warp plane.
Title: Re: Deferred Lighting and soft shadows
Post by: Cyborg17 on September 19, 2014, 06:31:54 pm
My (admittedly Intelgrated) laptop is unable to render models or skyboxes. 

Screenshot From Icarus scene 1:



[attachment kidnapped by pirates]
Title: Re: Deferred Lighting and soft shadows
Post by: DahBlount on September 19, 2014, 07:17:29 pm
My (admittedly Intelgrated) laptop is unable to render models or skyboxes. 


Intelgrated cards can't use deferred rendering, so it's recommended for Intel iGPU users to use normal builds.
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on September 20, 2014, 12:09:57 am
Thanks for the patch. I'll apply it shortly.

The crash when loading Icarus the second time seems to happen on the builds included with the Blue Planet distribution packages. I don't know if it's endemic only to the deferred rendering code (since the BP builds had the deferred rendering code as well) or if it also happens to regular trunk builds. If this bug happens in trunk builds, I kind of don't feel like going out of my way to fix it.

Btw users with Intel cards shouldn't be testing these builds. They should stick with the fixed function rendering pipeline.
Title: Re: Deferred Lighting and soft shadows
Post by: AdmiralRalwood on September 20, 2014, 12:25:48 am
Thanks for the patch. I'll apply it shortly.
Testing that it did indeed fix the issue revealed another... oddity. The flash from the closing warp effect appears to apply a shine effect to the Perseus's cockpit glass... after it's already jumped out. I didn't notice it at first because I was focused on the glowpoints, but with the patch applied, it kind of stood out. My completely uninformed guess is that it has something to do with transparent textures, but I have no clue where to start looking; thought I'd let you know about it.

The crash when loading Icarus the second time seems to happen on the builds included with the Blue Planet distribution packages. I don't know if it's endemic only to the deferred rendering code (since the BP builds had the deferred rendering code as well) or if it also happens to regular trunk builds. If this bug happens in trunk builds, I kind of don't feel like going out of my way to fix it.
...Huh. The crash does happen with trunk builds. Nevermind, Swifty. :P
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on September 20, 2014, 01:14:43 am
Can you elaborate on that bug involving the Peseus's cockpit glass? Like, when the ship goes through the warp plane, the cockpit glass is still being rendered while the rest of the ship is not? That's my interpretation of what you told me. Correct me if I am wrong.
Title: Re: Deferred Lighting and soft shadows
Post by: AdmiralRalwood on September 20, 2014, 01:49:02 am
Can you elaborate on that bug involving the Peseus's cockpit glass? Like, when the ship goes through the warp plane, the cockpit glass is still being rendered while the rest of the ship is not? That's my interpretation of what you told me. Correct me if I am wrong.
I... don't think the cockpit glass is rendered, but it's also possible I just can't see it until the flash lights it up. In my last test, I also saw the squadron logos on the Ulysses after jumping, so maybe the glass is being rendered the whole time.
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on September 20, 2014, 02:27:23 am
Ohh, I think I know what's happening. And I'm not happy about it.

So, with all this new pretty stuff, one of the initial problems I had was getting clip planes working nicely. Believe it or not, whenever a ship would warp in with shadow maps enabled, my entire machine would lock up, no doubt a symptom of AMD's creaky OpenGL drivers combined with us using a questionable geometry shader extension; we're using the EXT version of geometry shaders, not the ARB version because Apple hates the OpenGL Compatibility Profile.

In any case, I'm not going to point any fingers (ALL YOU VENDORS SUCK. EXCEPT NVIDIA. YOU'RE OKAY.) but I opted for a workaround which is basically emulate the clip plane calculation in the model rendering pixel shader using pixel discards.

Therein lies the rub: I failed to realize that insignias are rendered via fixed function and that clip plane code I wrote doesn't apply to them at all.

I still don't get how AMD could allow a series of OpenGL calls to lock up an entire machine. Isn't the point of having an API like OpenGL so we have all these nice CPU hogging validation functions that prevent the GPU from doing that in the first place????
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on October 01, 2014, 03:30:41 am
Another build. I pretty much did a brute force method of preventing insignias from going through warp planes. It's basically a center point test which is kind of ugly but it'll do for now before I figure out how to get generic clip planes working for non-model triangles.

Another thing to note, I killed geometry shaders for trails. It's time to put it out of it's misery.  People keep reporting flickering issues with them. And upon further scrutiny, they're not giving the apparent speedup I want. So that's gone.

Geometry shaders for particles are still in though. We save a millisecond or two rendering them as points then generating the billboard in the shader.

I also refactored more of the model rendering code. Not really of any interest to end users but for the coders, I've essentially made a parameter class for the model_render function. Instead of filling our parameters into global variables for the model rendering code to read, we basically create an class object, fill it with our desired parameters, and pass it into the model rendering code. So hopefully any future additions to the model rendering code will be much more manageable without clogging the code base with more ugly ass globals.

On a sour note, I didn't realize this rendering bug until now. Ships that have transparencies on the main hull model will have a rendering hole in their models when looking through the canopy. Modern models built properly with the "-trans" method won't have problems but legacy models will. This is because the new model rendering code I wrote sorts all submodels to be drawn by state in order to efficiently reduce the number of OpenGL state changes and increase framerate. That means hulls can be drawn before child submodels which ends up filling the z-buffer before stuff underneath the transparency is drawn. This is an annoying rendering bug and I'm kind of upset that I didn't discover this sooner.

A solution is underway though. The best solution I can think of is to figure out which triangles are considered transparent or not. The only way to accomplish this is to sample the diffuse texture while building our vertex and index buffers and see which triangles have a transparent texel at their UV coord. I'm going to have to build a transparent submodel during model load using those triangles and use that submodel for the transparency pass.

http://www.mediafire.com/download/2s5szy6xdo3s62i/shadows_11046_r2.zip
Title: Re: Deferred Lighting and soft shadows
Post by: Echelon9 on October 03, 2014, 11:37:34 pm
...
I also refactored more of the model rendering code. Not really of any interest to end users but for the coders, I've essentially made a parameter class for the model_render function. Instead of filling our parameters into global variables for the model rendering code to read, we basically create an class object, fill it with our desired parameters, and pass it into the model rendering code. So hopefully any future additions to the model rendering code will be much more manageable without clogging the code base with more ugly ass globals.
...

YES!
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on October 05, 2014, 10:59:48 pm
I somehow pulled it off. Transparent triangles on the root submodel of all detail models will be separated out and drawn in a separate pass which should prevent issues of seeing the hull through them. This actually fixes a lot of legacy rendering issues involving transparent polygons so I'm kind of happy with this solution. I may later extend this solution so that any submodel, not just the root submodel, can have transparent triangles without having to use the -trans suffix.

http://www.mediafire.com/download/jzsvhm1courpqkn/shadows_11046_r3.zip
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on October 06, 2014, 01:36:27 am
Whoops a change I did causes a crash if environment maps are enabled. I just made new builds with a fix.

http://www.mediafire.com/download/t5fo830a0896o2b/shadows_11046_r4.zip
Title: Re: Deferred Lighting and soft shadows
Post by: DahBlount on October 06, 2014, 08:50:34 pm
Just a heads up, but glow points seem to be universally disabled in mission and $glowpointoverride: doesn't work in the F3 lab.
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on October 07, 2014, 02:42:17 am
It's fixed

http://www.mediafire.com/download/f531tk6e8j3db3c/shadows_11109.zip
Title: Re: Deferred Lighting and soft shadows
Post by: zookeeper on October 28, 2014, 02:07:42 am
hopefully there won't be too many conflicts but I'll get a patch going soon.

Anything new on that front?
Title: Re: Deferred Lighting and soft shadows
Post by: Kolgena on October 28, 2014, 06:22:44 am
I didn't get much time to test why or how, but the weapon selection indicators (the arrows that tell u what weapon is selected) are invisible in the latest build.
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on October 29, 2014, 09:11:48 pm
hopefully there won't be too many conflicts but I'll get a patch going soon.

Anything new on that front?

I tried. The patch is about 700 Kb. It's honestly simpler to just checkout the branch I have on github. Hopefully it'll apply without any problems.

[attachment kidnapped by pirates]
Title: Re: Deferred Lighting and soft shadows
Post by: DahBlount on October 29, 2014, 10:58:22 pm
Have you managed to fix the following problems?

In the Ship Lab, using the alternate rendering pipeline makes the model point directly away from the viewer but the thruster graphics will rotate correctly.

In ship and weapon select screens, using 3D weapons and Ships causes the models to be rendered in a different orientation than trunk.

Some models, such as the GVB Osiris aren't rendered at all and don't show up when using the wireframe view.

Glowpoints aren't clipped through subspace portals, they just appear randomly in space.


Do you think you could adjust the way beam glow lights are cast? Currently they look too strong and overpower the diffuse map.
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on October 29, 2014, 11:29:37 pm
I don't know. Probably? There's a reason why I ask you guys to test.
Title: Re: Deferred Lighting and soft shadows
Post by: zookeeper on October 30, 2014, 03:39:57 am
I tried. The patch is about 700 Kb. It's honestly simpler to just checkout the branch I have on github. Hopefully it'll apply without any problems.

Didn't work (got a bunch of rejected chunks, and after hand-fixing those, plenty of compile errors).

I can't tell what you mean by your checkout suggestion.
Title: Re: Deferred Lighting and soft shadows
Post by: AdmiralRalwood on October 30, 2014, 04:19:53 am
He's saying it's easier to grab this (https://github.com/SamuelCho/Freespace-Open-Swifty/tree/shader_transform_deferred) than to make a patch.
Title: Re: Deferred Lighting and soft shadows
Post by: zookeeper on October 30, 2014, 05:07:57 am
He's saying it's easier to grab this (https://github.com/SamuelCho/Freespace-Open-Swifty/tree/shader_transform_deferred) than to make a patch.

I assumed he probably didn't mean that since grabbing that wouldn't seem to accomplish anything.
Title: Re: Deferred Lighting and soft shadows
Post by: chief1983 on October 30, 2014, 10:53:39 am
Since the patch appears to be made against trunk r11167, I tried it against trunk and our official github master.  Both had compile errors on my Mac, while Swifty's own repo does not, so I'm fairly certain the patch is missing something.  I'm going to try some git magic to see if I can figure out what's up, but I wouldn't expect anyone to have any success with the provide patch above.  I don't see a branch on Swifty's repo that represents SVN's trunk somehow, so I'll have to do something with a multi-remote setup to try to generate diffs between branches somehow...

Code: [Select]
=== BUILD TARGET code OF PROJECT FS2_Open WITH CONFIGURATION Debug ===

Check dependencies

Write auxiliary files
/bin/mkdir -p /Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build
write-file /Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/code-all-target-headers.hmap
write-file /Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/code-own-target-headers.hmap
/bin/mkdir -p /Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/Objects-normal/i386
write-file /Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/Objects-normal/i386/code.LinkFileList
write-file /Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/code-project-headers.hmap
/bin/mkdir -p /Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64
write-file /Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/code.LinkFileList
write-file /Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/code-generated-files.hmap
write-file /Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/code.hmap

CompileC build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/freespace.o /Users/cliff.gordon/fs2open/code/freespace2/freespace.cpp normal x86_64 c++ com.apple.compilers.llvm.clang.1_0.compiler
    cd /Users/cliff.gordon/fs2open/projects/Xcode4
    export LANG=en_US.US-ASCII
    /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang -x c++ -arch x86_64 -fmessage-length=218 -fdiagnostics-show-note-include-stack -fmacro-backtrace-limit=0 -fcolor-diagnostics -Wno-trigraphs -fpascal-strings -O0 -Wno-missing-field-initializers -Wno-missing-prototypes -Wno-non-virtual-dtor -Wno-overloaded-virtual -Wno-exit-time-destructors -Wno-missing-braces -Wparentheses -Wswitch -Wunused-function -Wno-unused-label -Wno-unused-parameter -Wunused-variable -Wunused-value -Wempty-body -Wuninitialized -Wno-unknown-pragmas -Wno-shadow -Wno-four-char-constants -Wno-conversion -Wconstant-conversion -Wint-conversion -Wbool-conversion -Wenum-conversion -Wshorten-64-to-32 -Wno-newline-eof -Wno-c++11-extensions -D_DEBUG -DSCP_UNIX -DUSE_OPENAL -DAPPLE_APP -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk -fasm-blocks -fstrict-aliasing -Wdeprecated-declarations -Winvalid-offsetof -mmacosx-version-min=10.6 -g -Wno-sign-conversion -I/Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/code.hmap -I/Users/cliff.gordon/fs2open/projects/Xcode4/build/Debug/include -I../../code -IFrameworks/Ogg.framework/Headers -IFrameworks/Vorbis.framework/Headers -IFrameworks/Theora.framework/Headers -IFrameworks/SDL.framework/Headers -I/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk/System/Library/Frameworks/OpenAL.framework/Headers -I/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk/System/Library/Frameworks/OpenGL.framework/Headers -I/Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/DerivedSources/x86_64 -I/Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/DerivedSources -Wno-write-strings -Wno-char-subscripts -Wno-shorten-64-to-32 -F/Users/cliff.gordon/fs2open/projects/Xcode4/build/Debug -FFrameworks -MMD -MT dependencies -MF /Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/freespace.d --serialize-diagnostics /Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/freespace.dia -c /Users/cliff.gordon/fs2open/code/freespace2/freespace.cpp -o /Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/freespace.o
In file included from /Users/cliff.gordon/fs2open/code/freespace2/freespace.cpp:39:
In file included from ../../code/fireball/fireballs.h:16:
In file included from ../../code/model/modelrender.h:15:
../../code/lighting/lighting.h:80:20: error: extra qualification on member 'getNumStaticLights'
        int scene_lights::getNumStaticLights();
            ~~~~~~~~~~~~~~^
1 error generated.

CompileC build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/multi_sexp.o /Users/cliff.gordon/fs2open/code/network/multi_sexp.cpp normal x86_64 c++ com.apple.compilers.llvm.clang.1_0.compiler
    cd /Users/cliff.gordon/fs2open/projects/Xcode4
    export LANG=en_US.US-ASCII
    /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang -x c++ -arch x86_64 -fmessage-length=218 -fdiagnostics-show-note-include-stack -fmacro-backtrace-limit=0 -fcolor-diagnostics -Wno-trigraphs -fpascal-strings -O0 -Wno-missing-field-initializers -Wno-missing-prototypes -Wno-non-virtual-dtor -Wno-overloaded-virtual -Wno-exit-time-destructors -Wno-missing-braces -Wparentheses -Wswitch -Wunused-function -Wno-unused-label -Wno-unused-parameter -Wunused-variable -Wunused-value -Wempty-body -Wuninitialized -Wno-unknown-pragmas -Wno-shadow -Wno-four-char-constants -Wno-conversion -Wconstant-conversion -Wint-conversion -Wbool-conversion -Wenum-conversion -Wshorten-64-to-32 -Wno-newline-eof -Wno-c++11-extensions -D_DEBUG -DSCP_UNIX -DUSE_OPENAL -DAPPLE_APP -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk -fasm-blocks -fstrict-aliasing -Wdeprecated-declarations -Winvalid-offsetof -mmacosx-version-min=10.6 -g -Wno-sign-conversion -I/Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/code.hmap -I/Users/cliff.gordon/fs2open/projects/Xcode4/build/Debug/include -I../../code -IFrameworks/Ogg.framework/Headers -IFrameworks/Vorbis.framework/Headers -IFrameworks/Theora.framework/Headers -IFrameworks/SDL.framework/Headers -I/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk/System/Library/Frameworks/OpenAL.framework/Headers -I/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk/System/Library/Frameworks/OpenGL.framework/Headers -I/Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/DerivedSources/x86_64 -I/Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/DerivedSources -Wno-write-strings -Wno-char-subscripts -Wno-shorten-64-to-32 -F/Users/cliff.gordon/fs2open/projects/Xcode4/build/Debug -FFrameworks -MMD -MT dependencies -MF /Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/multi_sexp.d --serialize-diagnostics /Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/multi_sexp.dia -c /Users/cliff.gordon/fs2open/code/network/multi_sexp.cpp -o /Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/multi_sexp.o
In file included from /Users/cliff.gordon/fs2open/code/network/multi_sexp.cpp:7:
In file included from ../../code/network/multi_sexp.h:8:
In file included from ../../code/ship/ship.h:31:
In file included from ../../code/fireball/fireballs.h:16:
In file included from ../../code/model/modelrender.h:15:
../../code/lighting/lighting.h:80:20: error: extra qualification on member 'getNumStaticLights'
        int scene_lights::getNumStaticLights();
            ~~~~~~~~~~~~~~^
1 error generated.

CompileC build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/radardradis.o /Users/cliff.gordon/fs2open/code/radar/radardradis.cpp normal x86_64 c++ com.apple.compilers.llvm.clang.1_0.compiler
    cd /Users/cliff.gordon/fs2open/projects/Xcode4
    export LANG=en_US.US-ASCII
    /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang -x c++ -arch x86_64 -fmessage-length=218 -fdiagnostics-show-note-include-stack -fmacro-backtrace-limit=0 -fcolor-diagnostics -Wno-trigraphs -fpascal-strings -O0 -Wno-missing-field-initializers -Wno-missing-prototypes -Wno-non-virtual-dtor -Wno-overloaded-virtual -Wno-exit-time-destructors -Wno-missing-braces -Wparentheses -Wswitch -Wunused-function -Wno-unused-label -Wno-unused-parameter -Wunused-variable -Wunused-value -Wempty-body -Wuninitialized -Wno-unknown-pragmas -Wno-shadow -Wno-four-char-constants -Wno-conversion -Wconstant-conversion -Wint-conversion -Wbool-conversion -Wenum-conversion -Wshorten-64-to-32 -Wno-newline-eof -Wno-c++11-extensions -D_DEBUG -DSCP_UNIX -DUSE_OPENAL -DAPPLE_APP -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk -fasm-blocks -fstrict-aliasing -Wdeprecated-declarations -Winvalid-offsetof -mmacosx-version-min=10.6 -g -Wno-sign-conversion -I/Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/code.hmap -I/Users/cliff.gordon/fs2open/projects/Xcode4/build/Debug/include -I../../code -IFrameworks/Ogg.framework/Headers -IFrameworks/Vorbis.framework/Headers -IFrameworks/Theora.framework/Headers -IFrameworks/SDL.framework/Headers -I/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk/System/Library/Frameworks/OpenAL.framework/Headers -I/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk/System/Library/Frameworks/OpenGL.framework/Headers -I/Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/DerivedSources/x86_64 -I/Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/DerivedSources -Wno-write-strings -Wno-char-subscripts -Wno-shorten-64-to-32 -F/Users/cliff.gordon/fs2open/projects/Xcode4/build/Debug -FFrameworks -MMD -MT dependencies -MF /Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/radardradis.d --serialize-diagnostics /Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/radardradis.dia -c /Users/cliff.gordon/fs2open/code/radar/radardradis.cpp -o /Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/radardradis.o
In file included from /Users/cliff.gordon/fs2open/code/radar/radardradis.cpp:12:
In file included from ../../code/ship/ship.h:31:
In file included from ../../code/fireball/fireballs.h:16:
In file included from ../../code/model/modelrender.h:15:
../../code/lighting/lighting.h:80:20: error: extra qualification on member 'getNumStaticLights'
        int scene_lights::getNumStaticLights();
            ~~~~~~~~~~~~~~^
1 error generated.

CompileC build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/levelpaging.o /Users/cliff.gordon/fs2open/code/freespace2/levelpaging.cpp normal x86_64 c++ com.apple.compilers.llvm.clang.1_0.compiler
    cd /Users/cliff.gordon/fs2open/projects/Xcode4
    export LANG=en_US.US-ASCII
    /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang -x c++ -arch x86_64 -fmessage-length=218 -fdiagnostics-show-note-include-stack -fmacro-backtrace-limit=0 -fcolor-diagnostics -Wno-trigraphs -fpascal-strings -O0 -Wno-missing-field-initializers -Wno-missing-prototypes -Wno-non-virtual-dtor -Wno-overloaded-virtual -Wno-exit-time-destructors -Wno-missing-braces -Wparentheses -Wswitch -Wunused-function -Wno-unused-label -Wno-unused-parameter -Wunused-variable -Wunused-value -Wempty-body -Wuninitialized -Wno-unknown-pragmas -Wno-shadow -Wno-four-char-constants -Wno-conversion -Wconstant-conversion -Wint-conversion -Wbool-conversion -Wenum-conversion -Wshorten-64-to-32 -Wno-newline-eof -Wno-c++11-extensions -D_DEBUG -DSCP_UNIX -DUSE_OPENAL -DAPPLE_APP -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk -fasm-blocks -fstrict-aliasing -Wdeprecated-declarations -Winvalid-offsetof -mmacosx-version-min=10.6 -g -Wno-sign-conversion -I/Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/code.hmap -I/Users/cliff.gordon/fs2open/projects/Xcode4/build/Debug/include -I../../code -IFrameworks/Ogg.framework/Headers -IFrameworks/Vorbis.framework/Headers -IFrameworks/Theora.framework/Headers -IFrameworks/SDL.framework/Headers -I/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk/System/Library/Frameworks/OpenAL.framework/Headers -I/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk/System/Library/Frameworks/OpenGL.framework/Headers -I/Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/DerivedSources/x86_64 -I/Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/DerivedSources -Wno-write-strings -Wno-char-subscripts -Wno-shorten-64-to-32 -F/Users/cliff.gordon/fs2open/projects/Xcode4/build/Debug -FFrameworks -MMD -MT dependencies -MF /Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/levelpaging.d --serialize-diagnostics /Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/levelpaging.dia -c /Users/cliff.gordon/fs2open/code/freespace2/levelpaging.cpp -o /Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/levelpaging.o

CompileC build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/safe_strings.o /Users/cliff.gordon/fs2open/code/globalincs/safe_strings.cpp normal x86_64 c++ com.apple.compilers.llvm.clang.1_0.compiler
    cd /Users/cliff.gordon/fs2open/projects/Xcode4
    export LANG=en_US.US-ASCII
    /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang -x c++ -arch x86_64 -fmessage-length=218 -fdiagnostics-show-note-include-stack -fmacro-backtrace-limit=0 -fcolor-diagnostics -Wno-trigraphs -fpascal-strings -O0 -Wno-missing-field-initializers -Wno-missing-prototypes -Wno-non-virtual-dtor -Wno-overloaded-virtual -Wno-exit-time-destructors -Wno-missing-braces -Wparentheses -Wswitch -Wunused-function -Wno-unused-label -Wno-unused-parameter -Wunused-variable -Wunused-value -Wempty-body -Wuninitialized -Wno-unknown-pragmas -Wno-shadow -Wno-four-char-constants -Wno-conversion -Wconstant-conversion -Wint-conversion -Wbool-conversion -Wenum-conversion -Wshorten-64-to-32 -Wno-newline-eof -Wno-c++11-extensions -D_DEBUG -DSCP_UNIX -DUSE_OPENAL -DAPPLE_APP -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk -fasm-blocks -fstrict-aliasing -Wdeprecated-declarations -Winvalid-offsetof -mmacosx-version-min=10.6 -g -Wno-sign-conversion -I/Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/code.hmap -I/Users/cliff.gordon/fs2open/projects/Xcode4/build/Debug/include -I../../code -IFrameworks/Ogg.framework/Headers -IFrameworks/Vorbis.framework/Headers -IFrameworks/Theora.framework/Headers -IFrameworks/SDL.framework/Headers -I/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk/System/Library/Frameworks/OpenAL.framework/Headers -I/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk/System/Library/Frameworks/OpenGL.framework/Headers -I/Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/DerivedSources/x86_64 -I/Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/DerivedSources -Wno-write-strings -Wno-char-subscripts -Wno-shorten-64-to-32 -F/Users/cliff.gordon/fs2open/projects/Xcode4/build/Debug -FFrameworks -MMD -MT dependencies -MF /Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/safe_strings.d --serialize-diagnostics /Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/safe_strings.dia -c /Users/cliff.gordon/fs2open/code/globalincs/safe_strings.cpp -o /Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/safe_strings.o

CompileC build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/trackirglobal.o /Users/cliff.gordon/fs2open/code/external_dll/trackirglobal.cpp normal x86_64 c++ com.apple.compilers.llvm.clang.1_0.compiler
    cd /Users/cliff.gordon/fs2open/projects/Xcode4
    export LANG=en_US.US-ASCII
    /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang -x c++ -arch x86_64 -fmessage-length=218 -fdiagnostics-show-note-include-stack -fmacro-backtrace-limit=0 -fcolor-diagnostics -Wno-trigraphs -fpascal-strings -O0 -Wno-missing-field-initializers -Wno-missing-prototypes -Wno-non-virtual-dtor -Wno-overloaded-virtual -Wno-exit-time-destructors -Wno-missing-braces -Wparentheses -Wswitch -Wunused-function -Wno-unused-label -Wno-unused-parameter -Wunused-variable -Wunused-value -Wempty-body -Wuninitialized -Wno-unknown-pragmas -Wno-shadow -Wno-four-char-constants -Wno-conversion -Wconstant-conversion -Wint-conversion -Wbool-conversion -Wenum-conversion -Wshorten-64-to-32 -Wno-newline-eof -Wno-c++11-extensions -D_DEBUG -DSCP_UNIX -DUSE_OPENAL -DAPPLE_APP -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk -fasm-blocks -fstrict-aliasing -Wdeprecated-declarations -Winvalid-offsetof -mmacosx-version-min=10.6 -g -Wno-sign-conversion -I/Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/code.hmap -I/Users/cliff.gordon/fs2open/projects/Xcode4/build/Debug/include -I../../code -IFrameworks/Ogg.framework/Headers -IFrameworks/Vorbis.framework/Headers -IFrameworks/Theora.framework/Headers -IFrameworks/SDL.framework/Headers -I/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk/System/Library/Frameworks/OpenAL.framework/Headers -I/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk/System/Library/Frameworks/OpenGL.framework/Headers -I/Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/DerivedSources/x86_64 -I/Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/DerivedSources -Wno-write-strings -Wno-char-subscripts -Wno-shorten-64-to-32 -F/Users/cliff.gordon/fs2open/projects/Xcode4/build/Debug -FFrameworks -MMD -MT dependencies -MF /Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/trackirglobal.d --serialize-diagnostics /Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/trackirglobal.dia -c /Users/cliff.gordon/fs2open/code/external_dll/trackirglobal.cpp -o /Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/trackirglobal.o

CompileC build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/gropengldraw.o /Users/cliff.gordon/fs2open/code/graphics/gropengldraw.cpp normal x86_64 c++ com.apple.compilers.llvm.clang.1_0.compiler
    cd /Users/cliff.gordon/fs2open/projects/Xcode4
    export LANG=en_US.US-ASCII
    /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang -x c++ -arch x86_64 -fmessage-length=218 -fdiagnostics-show-note-include-stack -fmacro-backtrace-limit=0 -fcolor-diagnostics -Wno-trigraphs -fpascal-strings -O0 -Wno-missing-field-initializers -Wno-missing-prototypes -Wno-non-virtual-dtor -Wno-overloaded-virtual -Wno-exit-time-destructors -Wno-missing-braces -Wparentheses -Wswitch -Wunused-function -Wno-unused-label -Wno-unused-parameter -Wunused-variable -Wunused-value -Wempty-body -Wuninitialized -Wno-unknown-pragmas -Wno-shadow -Wno-four-char-constants -Wno-conversion -Wconstant-conversion -Wint-conversion -Wbool-conversion -Wenum-conversion -Wshorten-64-to-32 -Wno-newline-eof -Wno-c++11-extensions -D_DEBUG -DSCP_UNIX -DUSE_OPENAL -DAPPLE_APP -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk -fasm-blocks -fstrict-aliasing -Wdeprecated-declarations -Winvalid-offsetof -mmacosx-version-min=10.6 -g -Wno-sign-conversion -I/Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/code.hmap -I/Users/cliff.gordon/fs2open/projects/Xcode4/build/Debug/include -I../../code -IFrameworks/Ogg.framework/Headers -IFrameworks/Vorbis.framework/Headers -IFrameworks/Theora.framework/Headers -IFrameworks/SDL.framework/Headers -I/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk/System/Library/Frameworks/OpenAL.framework/Headers -I/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk/System/Library/Frameworks/OpenGL.framework/Headers -I/Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/DerivedSources/x86_64 -I/Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/DerivedSources -Wno-write-strings -Wno-char-subscripts -Wno-shorten-64-to-32 -F/Users/cliff.gordon/fs2open/projects/Xcode4/build/Debug -FFrameworks -MMD -MT dependencies -MF /Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/gropengldraw.d --serialize-diagnostics /Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/gropengldraw.dia -c /Users/cliff.gordon/fs2open/code/graphics/gropengldraw.cpp -o /Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/gropengldraw.o
In file included from /Users/cliff.gordon/fs2open/code/graphics/gropengldraw.cpp:36:
../../code/lighting/lighting.h:80:20: error: extra qualification on member 'getNumStaticLights'
        int scene_lights::getNumStaticLights();
            ~~~~~~~~~~~~~~^
/Users/cliff.gordon/fs2open/code/graphics/gropengldraw.cpp:1768:8: warning: unused variable 'sdr_index' [-Wunused-variable]
                        int sdr_index;
                            ^
/Users/cliff.gordon/fs2open/code/graphics/gropengldraw.cpp:3157:2: error: use of undeclared identifier 'PFNGLBLITFRAMEBUFFEREXTPROC'
        vglBlitFramebufferEXT(0, 0, gr_screen.max_w, gr_screen.max_h, 0, 0, gr_screen.max_w, gr_screen.max_h, GL_COLOR_BUFFER_BIT, GL_NEAREST);
        ^
In file included from /Users/cliff.gordon/fs2open/code/graphics/gropengldraw.cpp:25:
In file included from ../../code/graphics/gropengltexture.h:16:
../../code/graphics/gropenglextension.h:365:66: note: expanded from macro 'vglBlitFramebufferEXT'
#define vglBlitFramebufferEXT                   GLEXT_CALL( OGL_BLITFRAMEBUFFER, PFNGLBLITFRAMEBUFFEREXTPROC )
                                                                                 ^
../../code/graphics/gropenglextension.h:194:10: note: expanded from macro 'GLEXT_CALL'
                                                        ((x)GL_Functions[i].function_ptr)
                                                          ^
1 warning and 2 errors generated.

CompileC build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/gropenglpostprocessing.o /Users/cliff.gordon/fs2open/code/graphics/gropenglpostprocessing.cpp normal x86_64 c++ com.apple.compilers.llvm.clang.1_0.compiler
    cd /Users/cliff.gordon/fs2open/projects/Xcode4
    export LANG=en_US.US-ASCII
    /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang -x c++ -arch x86_64 -fmessage-length=218 -fdiagnostics-show-note-include-stack -fmacro-backtrace-limit=0 -fcolor-diagnostics -Wno-trigraphs -fpascal-strings -O0 -Wno-missing-field-initializers -Wno-missing-prototypes -Wno-non-virtual-dtor -Wno-overloaded-virtual -Wno-exit-time-destructors -Wno-missing-braces -Wparentheses -Wswitch -Wunused-function -Wno-unused-label -Wno-unused-parameter -Wunused-variable -Wunused-value -Wempty-body -Wuninitialized -Wno-unknown-pragmas -Wno-shadow -Wno-four-char-constants -Wno-conversion -Wconstant-conversion -Wint-conversion -Wbool-conversion -Wenum-conversion -Wshorten-64-to-32 -Wno-newline-eof -Wno-c++11-extensions -D_DEBUG -DSCP_UNIX -DUSE_OPENAL -DAPPLE_APP -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk -fasm-blocks -fstrict-aliasing -Wdeprecated-declarations -Winvalid-offsetof -mmacosx-version-min=10.6 -g -Wno-sign-conversion -I/Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/code.hmap -I/Users/cliff.gordon/fs2open/projects/Xcode4/build/Debug/include -I../../code -IFrameworks/Ogg.framework/Headers -IFrameworks/Vorbis.framework/Headers -IFrameworks/Theora.framework/Headers -IFrameworks/SDL.framework/Headers -I/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk/System/Library/Frameworks/OpenAL.framework/Headers -I/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk/System/Library/Frameworks/OpenGL.framework/Headers -I/Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/DerivedSources/x86_64 -I/Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/DerivedSources -Wno-write-strings -Wno-char-subscripts -Wno-shorten-64-to-32 -F/Users/cliff.gordon/fs2open/projects/Xcode4/build/Debug -FFrameworks -MMD -MT dependencies -MF /Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/gropenglpostprocessing.d --serialize-diagnostics /Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/gropenglpostprocessing.dia -c /Users/cliff.gordon/fs2open/code/graphics/gropenglpostprocessing.cpp -o /Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/gropenglpostprocessing.o
In file included from /Users/cliff.gordon/fs2open/code/graphics/gropenglpostprocessing.cpp:15:
In file included from ../../code/ship/ship.h:31:
In file included from ../../code/fireball/fireballs.h:16:
In file included from ../../code/model/modelrender.h:15:
../../code/lighting/lighting.h:80:20: error: extra qualification on member 'getNumStaticLights'
        int scene_lights::getNumStaticLights();
            ~~~~~~~~~~~~~~^
1 error generated.

CompileC build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/gropenglshader.o /Users/cliff.gordon/fs2open/code/graphics/gropenglshader.cpp normal x86_64 c++ com.apple.compilers.llvm.clang.1_0.compiler
    cd /Users/cliff.gordon/fs2open/projects/Xcode4
    export LANG=en_US.US-ASCII
    /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang -x c++ -arch x86_64 -fmessage-length=218 -fdiagnostics-show-note-include-stack -fmacro-backtrace-limit=0 -fcolor-diagnostics -Wno-trigraphs -fpascal-strings -O0 -Wno-missing-field-initializers -Wno-missing-prototypes -Wno-non-virtual-dtor -Wno-overloaded-virtual -Wno-exit-time-destructors -Wno-missing-braces -Wparentheses -Wswitch -Wunused-function -Wno-unused-label -Wno-unused-parameter -Wunused-variable -Wunused-value -Wempty-body -Wuninitialized -Wno-unknown-pragmas -Wno-shadow -Wno-four-char-constants -Wno-conversion -Wconstant-conversion -Wint-conversion -Wbool-conversion -Wenum-conversion -Wshorten-64-to-32 -Wno-newline-eof -Wno-c++11-extensions -D_DEBUG -DSCP_UNIX -DUSE_OPENAL -DAPPLE_APP -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk -fasm-blocks -fstrict-aliasing -Wdeprecated-declarations -Winvalid-offsetof -mmacosx-version-min=10.6 -g -Wno-sign-conversion -I/Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/code.hmap -I/Users/cliff.gordon/fs2open/projects/Xcode4/build/Debug/include -I../../code -IFrameworks/Ogg.framework/Headers -IFrameworks/Vorbis.framework/Headers -IFrameworks/Theora.framework/Headers -IFrameworks/SDL.framework/Headers -I/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk/System/Library/Frameworks/OpenAL.framework/Headers -I/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk/System/Library/Frameworks/OpenGL.framework/Headers -I/Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/DerivedSources/x86_64 -I/Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/DerivedSources -Wno-write-strings -Wno-char-subscripts -Wno-shorten-64-to-32 -F/Users/cliff.gordon/fs2open/projects/Xcode4/build/Debug -FFrameworks -MMD -MT dependencies -MF /Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/gropenglshader.d --serialize-diagnostics /Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/gropenglshader.dia -c /Users/cliff.gordon/fs2open/code/graphics/gropenglshader.cpp -o /Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/gropenglshader.o
In file included from /Users/cliff.gordon/fs2open/code/graphics/gropenglshader.cpp:15:
../../code/lighting/lighting.h:80:20: error: extra qualification on member 'getNumStaticLights'
        int scene_lights::getNumStaticLights();
            ~~~~~~~~~~~~~~^
/Users/cliff.gordon/fs2open/code/graphics/gropenglshader.cpp:781:28: error: cast from pointer to smaller type 'GLuint' (aka 'unsigned int') loses information
                        vglProgramParameteriEXT((GLuint)shader_object, GL_GEOMETRY_INPUT_TYPE_EXT, Current_geo_sdr_params->input_type);
                                                ^~~~~~~~~~~~~~~~~~~~~
/Users/cliff.gordon/fs2open/code/graphics/gropenglshader.cpp:782:28: error: cast from pointer to smaller type 'GLuint' (aka 'unsigned int') loses information
                        vglProgramParameteriEXT((GLuint)shader_object, GL_GEOMETRY_OUTPUT_TYPE_EXT, Current_geo_sdr_params->output_type);
                                                ^~~~~~~~~~~~~~~~~~~~~
/Users/cliff.gordon/fs2open/code/graphics/gropenglshader.cpp:783:28: error: cast from pointer to smaller type 'GLuint' (aka 'unsigned int') loses information
                        vglProgramParameteriEXT((GLuint)shader_object, GL_GEOMETRY_VERTICES_OUT_EXT, Current_geo_sdr_params->vertices_out);
                                                ^~~~~~~~~~~~~~~~~~~~~
/Users/cliff.gordon/fs2open/code/graphics/gropenglshader.cpp:989:31: error: unknown type name 'glGetUniformBlockIndexARBProcPtr'; did you mean 'glGetUniformLocationARBProcPtr'?
        new_uniform_block.location = vglGetUniformBlockIndexARB(Current_shader->program_id, uniform_text);
                                     ^
In file included from /Users/cliff.gordon/fs2open/code/graphics/gropenglshader.cpp:18:
../../code/graphics/gropenglextension.h:370:79: note: expanded from macro 'vglGetUniformBlockIndexARB'
#define vglGetUniformBlockIndexARB              GLEXT_CALL2( OGL_GET_UNIFORM_BLOCK_INDEX, PFNGLGETUNIFORMBLOCKINDEXPROC )
                                                                                          ^
../../code/graphics/gropenglextension.h:282:41: note: expanded from macro 'PFNGLGETUNIFORMBLOCKINDEXPROC'
#define PFNGLGETUNIFORMBLOCKINDEXPROC                   glGetUniformBlockIndexARBProcPtr
                                                        ^
../../code/graphics/gropenglextension.h:198:29: note: expanded from macro 'GLEXT_CALL2'
#define GLEXT_CALL2(i, x) ((x)GL_Functions[i].function_ptr)
                            ^
In file included from /Users/cliff.gordon/fs2open/code/graphics/gropenglshader.cpp:17:
In file included from ../../code/graphics/gropengl.h:33:
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk/System/Library/Frameworks/OpenGL.framework/Headers/glext.h:2400:18: note: 'glGetUniformLocationARBProcPtr' declared
      here
typedef GLint (* glGetUniformLocationARBProcPtr) (GLhandleARB programObj, const GLcharARB *name);
                 ^
5 errors generated.

CompileC build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/gropenglstate.o /Users/cliff.gordon/fs2open/code/graphics/gropenglstate.cpp normal x86_64 c++ com.apple.compilers.llvm.clang.1_0.compiler
    cd /Users/cliff.gordon/fs2open/projects/Xcode4
    export LANG=en_US.US-ASCII
    /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang -x c++ -arch x86_64 -fmessage-length=218 -fdiagnostics-show-note-include-stack -fmacro-backtrace-limit=0 -fcolor-diagnostics -Wno-trigraphs -fpascal-strings -O0 -Wno-missing-field-initializers -Wno-missing-prototypes -Wno-non-virtual-dtor -Wno-overloaded-virtual -Wno-exit-time-destructors -Wno-missing-braces -Wparentheses -Wswitch -Wunused-function -Wno-unused-label -Wno-unused-parameter -Wunused-variable -Wunused-value -Wempty-body -Wuninitialized -Wno-unknown-pragmas -Wno-shadow -Wno-four-char-constants -Wno-conversion -Wconstant-conversion -Wint-conversion -Wbool-conversion -Wenum-conversion -Wshorten-64-to-32 -Wno-newline-eof -Wno-c++11-extensions -D_DEBUG -DSCP_UNIX -DUSE_OPENAL -DAPPLE_APP -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk -fasm-blocks -fstrict-aliasing -Wdeprecated-declarations -Winvalid-offsetof -mmacosx-version-min=10.6 -g -Wno-sign-conversion -I/Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/code.hmap -I/Users/cliff.gordon/fs2open/projects/Xcode4/build/Debug/include -I../../code -IFrameworks/Ogg.framework/Headers -IFrameworks/Vorbis.framework/Headers -IFrameworks/Theora.framework/Headers -IFrameworks/SDL.framework/Headers -I/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk/System/Library/Frameworks/OpenAL.framework/Headers -I/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk/System/Library/Frameworks/OpenGL.framework/Headers -I/Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/DerivedSources/x86_64 -I/Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/DerivedSources -Wno-write-strings -Wno-char-subscripts -Wno-shorten-64-to-32 -F/Users/cliff.gordon/fs2open/projects/Xcode4/build/Debug -FFrameworks -MMD -MT dependencies -MF /Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/gropenglstate.d --serialize-diagnostics /Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/gropenglstate.dia -c /Users/cliff.gordon/fs2open/code/graphics/gropenglstate.cpp -o /Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/gropenglstate.o
/Users/cliff.gordon/fs2open/code/graphics/gropenglstate.cpp:379:14: error: use of undeclared identifier 'GL_CLIP_DISTANCE0'
                        glDisable(GL_CLIP_DISTANCE0+i);
                                  ^
/Users/cliff.gordon/fs2open/code/graphics/gropenglstate.cpp:716:13: error: use of undeclared identifier 'GL_CLIP_DISTANCE0'
                        glEnable(GL_CLIP_DISTANCE0+num);
                                 ^
/Users/cliff.gordon/fs2open/code/graphics/gropenglstate.cpp:719:14: error: use of undeclared identifier 'GL_CLIP_DISTANCE0'
                        glDisable(GL_CLIP_DISTANCE0+num);
                                  ^
/Users/cliff.gordon/fs2open/code/graphics/gropenglstate.cpp:1278:19: error: use of undeclared identifier 'GL_TEXTURE_BUFFER_ARB'
        vglBindBufferARB(GL_TEXTURE_BUFFER_ARB, id);
                         ^
/Users/cliff.gordon/fs2open/code/graphics/gropenglstate.cpp:1293:23: error: use of undeclared identifier 'GL_UNIFORM_BUFFER'
        vglBindBufferBaseEXT(GL_UNIFORM_BUFFER, index, id);
                             ^
/Users/cliff.gordon/fs2open/code/graphics/gropenglstate.cpp:1308:19: error: use of undeclared identifier 'GL_UNIFORM_BUFFER'
        vglBindBufferARB(GL_UNIFORM_BUFFER, id);
                         ^
/Users/cliff.gordon/fs2open/code/graphics/gropenglstate.cpp:1549:2: error: unknown type name 'glUnifrom4fARBProcPtr'; did you mean 'glUniform4fARBProcPtr'?
        vglUniform4fARB(opengl_shader_get_uniform(name.c_str()), val.a1d[0], val.a1d[1], val.a1d[2], val.a1d[3]);
        ^
In file included from /Users/cliff.gordon/fs2open/code/graphics/gropenglstate.cpp:13:
In file included from ../../code/graphics/gropenglstate.h:16:
../../code/graphics/gropenglextension.h:355:56: note: expanded from macro 'vglUniform4fARB'
#define vglUniform4fARB                                 GLEXT_CALL( OGL_UNIFORM4F, PFNGLUNIFORM4FARBPROC )
                                                                                   ^
../../code/graphics/gropenglextension.h:266:35: note: expanded from macro 'PFNGLUNIFORM4FARBPROC'
#define PFNGLUNIFORM4FARBPROC                                   glUnifrom4fARBProcPtr
                                                                ^
../../code/graphics/gropenglextension.h:194:10: note: expanded from macro 'GLEXT_CALL'
                                                        ((x)GL_Functions[i].function_ptr)
                                                          ^
In file included from /Users/cliff.gordon/fs2open/code/graphics/gropenglstate.cpp:12:
In file included from ../../code/graphics/gropengl.h:33:
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk/System/Library/Frameworks/OpenGL.framework/Headers/glext.h:2380:17: note: 'glUniform4fARBProcPtr' declared here
typedef void (* glUniform4fARBProcPtr) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
                ^
7 errors generated.

CompileC build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/aiturret.o /Users/cliff.gordon/fs2open/code/ai/aiturret.cpp normal x86_64 c++ com.apple.compilers.llvm.clang.1_0.compiler
    cd /Users/cliff.gordon/fs2open/projects/Xcode4
    export LANG=en_US.US-ASCII
    /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang -x c++ -arch x86_64 -fmessage-length=218 -fdiagnostics-show-note-include-stack -fmacro-backtrace-limit=0 -fcolor-diagnostics -Wno-trigraphs -fpascal-strings -O0 -Wno-missing-field-initializers -Wno-missing-prototypes -Wno-non-virtual-dtor -Wno-overloaded-virtual -Wno-exit-time-destructors -Wno-missing-braces -Wparentheses -Wswitch -Wunused-function -Wno-unused-label -Wno-unused-parameter -Wunused-variable -Wunused-value -Wempty-body -Wuninitialized -Wno-unknown-pragmas -Wno-shadow -Wno-four-char-constants -Wno-conversion -Wconstant-conversion -Wint-conversion -Wbool-conversion -Wenum-conversion -Wshorten-64-to-32 -Wno-newline-eof -Wno-c++11-extensions -D_DEBUG -DSCP_UNIX -DUSE_OPENAL -DAPPLE_APP -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk -fasm-blocks -fstrict-aliasing -Wdeprecated-declarations -Winvalid-offsetof -mmacosx-version-min=10.6 -g -Wno-sign-conversion -I/Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/code.hmap -I/Users/cliff.gordon/fs2open/projects/Xcode4/build/Debug/include -I../../code -IFrameworks/Ogg.framework/Headers -IFrameworks/Vorbis.framework/Headers -IFrameworks/Theora.framework/Headers -IFrameworks/SDL.framework/Headers -I/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk/System/Library/Frameworks/OpenAL.framework/Headers -I/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk/System/Library/Frameworks/OpenGL.framework/Headers -I/Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/DerivedSources/x86_64 -I/Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/DerivedSources -Wno-write-strings -Wno-char-subscripts -Wno-shorten-64-to-32 -F/Users/cliff.gordon/fs2open/projects/Xcode4/build/Debug -FFrameworks -MMD -MT dependencies -MF /Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/aiturret.d --serialize-diagnostics /Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/aiturret.dia -c /Users/cliff.gordon/fs2open/code/ai/aiturret.cpp -o /Users/cliff.gordon/fs2open/projects/Xcode4/build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/aiturret.o
In file included from /Users/cliff.gordon/fs2open/code/ai/aiturret.cpp:4:
In file included from ../../code/ship/ship.h:31:
In file included from ../../code/fireball/fireballs.h:16:
In file included from ../../code/model/modelrender.h:15:
../../code/lighting/lighting.h:80:20: error: extra qualification on member 'getNumStaticLights'
        int scene_lights::getNumStaticLights();
            ~~~~~~~~~~~~~~^
1 error generated.

** BUILD FAILED **


The following build commands failed:
CompileC build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/freespace.o /Users/cliff.gordon/fs2open/code/freespace2/freespace.cpp normal x86_64 c++ com.apple.compilers.llvm.clang.1_0.compiler
CompileC build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/multi_sexp.o /Users/cliff.gordon/fs2open/code/network/multi_sexp.cpp normal x86_64 c++ com.apple.compilers.llvm.clang.1_0.compiler
CompileC build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/radardradis.o /Users/cliff.gordon/fs2open/code/radar/radardradis.cpp normal x86_64 c++ com.apple.compilers.llvm.clang.1_0.compiler
CompileC build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/gropengldraw.o /Users/cliff.gordon/fs2open/code/graphics/gropengldraw.cpp normal x86_64 c++ com.apple.compilers.llvm.clang.1_0.compiler
CompileC build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/gropenglpostprocessing.o /Users/cliff.gordon/fs2open/code/graphics/gropenglpostprocessing.cpp normal x86_64 c++ com.apple.compilers.llvm.clang.1_0.compiler
CompileC build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/gropenglshader.o /Users/cliff.gordon/fs2open/code/graphics/gropenglshader.cpp normal x86_64 c++ com.apple.compilers.llvm.clang.1_0.compiler
CompileC build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/gropenglstate.o /Users/cliff.gordon/fs2open/code/graphics/gropenglstate.cpp normal x86_64 c++ com.apple.compilers.llvm.clang.1_0.compiler
CompileC build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/aiturret.o /Users/cliff.gordon/fs2open/code/ai/aiturret.cpp normal x86_64 c++ com.apple.compilers.llvm.clang.1_0.compiler
(8 failures)
Title: Re: Deferred Lighting and soft shadows
Post by: zookeeper on October 30, 2014, 11:02:49 am
Since the patch is against trunk, there seems to have been some confusion somewhere. So, to clarify, what I requested was a patch against the zookeeper branch, because that's what we use (and what is required) for FotG.
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on October 30, 2014, 03:51:18 pm
I don't know then. Can't you guys just apply my patch to trunk, then apply your changes on top of that?
Title: Re: Deferred Lighting and soft shadows
Post by: chief1983 on October 30, 2014, 04:35:30 pm
My compile errors were from your patch applied to trunk, so at least on Mac there's no point in me doing any further work on it if it won't compile anyway.
Title: Re: Deferred Lighting and soft shadows
Post by: DahBlount on October 30, 2014, 08:21:55 pm
So the following problems are fixed in the most recent build.

In ship and weapon select screens, using 3D weapons and Ships causes the models to be rendered in a different orientation than trunk.

Some models, such as the GVB Osiris aren't rendered at all and don't show up when using the wireframe view.

Glowpoints aren't clipped through subspace portals, they just appear randomly in space.

However, using the Fixed Render Pipeline still forces the model to behave in strange ways and nameplates seem to glow.

I also noticed there is a slight stutter for some reason, any idea what could be causing it?
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on October 30, 2014, 11:14:54 pm
chief, did you add modelrender.cpp and modelrender.h and shadows.cpp and shadows.h to your xcode project? I neglected to mention that but if you were able to compile my branch, I can't think of any other reasons why it would fail to compile. I just did a clean checkout of trunk and applied the patch. It compiled successfully. I don't have any idea if I'm doing anything wrong (or right).
Title: Re: Deferred Lighting and soft shadows
Post by: chief1983 on October 31, 2014, 12:17:02 am
I'll try that tomorrow.
Title: Re: Deferred Lighting and soft shadows
Post by: chief1983 on October 31, 2014, 11:04:34 am
Ok, I did add the files this time, but I still get bombed out before anything that had to do with the missing files.  The extra qualification errors I posted above seem to be something coming from newer compilers like clang and gcc 4.8+.  I found a stackoverflow page on extra identifiers (http://stackoverflow.com/questions/18031285/extra-qualification-errors-how-warranted-by-the-standard) that seems to be relevant.  According to it, the fact that it works in MSVC is a bug :P
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on November 01, 2014, 06:56:02 pm
Okay, I tried to fix those extra qualification issues. I hope it compiles for you.

[attachment kidnapped by pirates]
Title: Re: Deferred Lighting and soft shadows
Post by: Axem on November 02, 2014, 08:36:46 am
I tried to take the most recent patch and patch it with trunk and it won't build. :(

This is the output from VS13

http://pastebin.com/yEnvUQ3T
Title: Re: Deferred Lighting and soft shadows
Post by: AdmiralRalwood on November 02, 2014, 01:23:14 pm
I tried to take the most recent patch and patch it with trunk and it won't build. :(

This is the output from VS13

http://pastebin.com/yEnvUQ3T
The patch doesn't add the necessary files to the 2013 project. You need to add shadows.cpp, modelrender.cpp, shadows.h, and modelrender.h to the "code" project. Or, if you want, I can just send you my project files, which have already been modified.
Title: Re: Deferred Lighting and soft shadows
Post by: Axem on November 02, 2014, 06:40:44 pm
Ah, yes. That would be it... Stuff works now...! :)
Title: Re: Deferred Lighting and soft shadows
Post by: chief1983 on November 03, 2014, 11:31:46 am
Those errors seem to be gone now, but I'm still seeing some others that I guess would require a different fix. I'll try to condense them down to just the files with errors remaining:

Code: [Select]
CompileC build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/gropengldraw.o /Users/cliff.gordon/fs2_open_git/code/graphics/gropengldraw.cpp normal x86_64 c++ com.apple.compilers.llvm.clang.1_0.compiler
    cd /Users/cliff.gordon/fs2_open_git/projects/Xcode4
    export LANG=en_US.US-ASCII
    /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang -x c++ -arch x86_64 -fmessage-length=218 -fdiagnostics-show-note-include-stack -fmacro-backtrace-limit=0 -fcolor-diagnostics -Wno-trigraphs -fpascal-strings -O0 -Wno-missing-field-initializers -Wno-missing-prototypes -Wno-non-virtual-dtor -Wno-overloaded-virtual -Wno-exit-time-destructors -Wno-missing-braces -Wparentheses -Wswitch -Wunused-function -Wno-unused-label -Wno-unused-parameter -Wunused-variable -Wunused-value -Wempty-body -Wuninitialized -Wno-unknown-pragmas -Wno-shadow -Wno-four-char-constants -Wno-conversion -Wconstant-conversion -Wint-conversion -Wbool-conversion -Wenum-conversion -Wshorten-64-to-32 -Wno-newline-eof -Wno-c++11-extensions -D_DEBUG -DSCP_UNIX -DUSE_OPENAL -DAPPLE_APP -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk -fasm-blocks -fstrict-aliasing -Wdeprecated-declarations -Winvalid-offsetof -mmacosx-version-min=10.6 -g -Wno-sign-conversion -I/Users/cliff.gordon/fs2_open_git/projects/Xcode4/build/FS2_Open.build/Debug/code.build/code.hmap -I/Users/cliff.gordon/fs2_open_git/projects/Xcode4/build/Debug/include -I../../code -IFrameworks/Ogg.framework/Headers -IFrameworks/Vorbis.framework/Headers -IFrameworks/Theora.framework/Headers -IFrameworks/SDL.framework/Headers -I/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk/System/Library/Frameworks/OpenAL.framework/Headers -I/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk/System/Library/Frameworks/OpenGL.framework/Headers -I/Users/cliff.gordon/fs2_open_git/projects/Xcode4/build/FS2_Open.build/Debug/code.build/DerivedSources/x86_64 -I/Users/cliff.gordon/fs2_open_git/projects/Xcode4/build/FS2_Open.build/Debug/code.build/DerivedSources -Wno-write-strings -Wno-char-subscripts -Wno-shorten-64-to-32 -F/Users/cliff.gordon/fs2_open_git/projects/Xcode4/build/Debug -FFrameworks -MMD -MT dependencies -MF /Users/cliff.gordon/fs2_open_git/projects/Xcode4/build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/gropengldraw.d --serialize-diagnostics /Users/cliff.gordon/fs2_open_git/projects/Xcode4/build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/gropengldraw.dia -c /Users/cliff.gordon/fs2_open_git/code/graphics/gropengldraw.cpp -o /Users/cliff.gordon/fs2_open_git/projects/Xcode4/build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/gropengldraw.o
/Users/cliff.gordon/fs2_open_git/code/graphics/gropengldraw.cpp:1768:8: warning: unused variable 'sdr_index' [-Wunused-variable]
                        int sdr_index;
                            ^
/Users/cliff.gordon/fs2_open_git/code/graphics/gropengldraw.cpp:3157:2: error: use of undeclared identifier 'PFNGLBLITFRAMEBUFFEREXTPROC'
        vglBlitFramebufferEXT(0, 0, gr_screen.max_w, gr_screen.max_h, 0, 0, gr_screen.max_w, gr_screen.max_h, GL_COLOR_BUFFER_BIT, GL_NEAREST);
        ^
In file included from /Users/cliff.gordon/fs2_open_git/code/graphics/gropengldraw.cpp:25:
In file included from ../../code/graphics/gropengltexture.h:16:
../../code/graphics/gropenglextension.h:365:66: note: expanded from macro 'vglBlitFramebufferEXT'
#define vglBlitFramebufferEXT                   GLEXT_CALL( OGL_BLITFRAMEBUFFER, PFNGLBLITFRAMEBUFFEREXTPROC )
                                                                                 ^
../../code/graphics/gropenglextension.h:194:10: note: expanded from macro 'GLEXT_CALL'
                                                        ((x)GL_Functions[i].function_ptr)
                                                          ^
1 warning and 1 error generated.

I think this forum post (http://www.hard-light.net/forums/index.php?topic=83284.msg1663537#msg1663537) might have some info on clearing that error up, although the warning sounds concerning too.

Code: [Select]
CompileC build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/gropenglshader.o /Users/cliff.gordon/fs2_open_git/code/graphics/gropenglshader.cpp normal x86_64 c++ com.apple.compilers.llvm.clang.1_0.compiler
    cd /Users/cliff.gordon/fs2_open_git/projects/Xcode4
    export LANG=en_US.US-ASCII
    /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang -x c++ -arch x86_64 -fmessage-length=218 -fdiagnostics-show-note-include-stack -fmacro-backtrace-limit=0 -fcolor-diagnostics -Wno-trigraphs -fpascal-strings -O0 -Wno-missing-field-initializers -Wno-missing-prototypes -Wno-non-virtual-dtor -Wno-overloaded-virtual -Wno-exit-time-destructors -Wno-missing-braces -Wparentheses -Wswitch -Wunused-function -Wno-unused-label -Wno-unused-parameter -Wunused-variable -Wunused-value -Wempty-body -Wuninitialized -Wno-unknown-pragmas -Wno-shadow -Wno-four-char-constants -Wno-conversion -Wconstant-conversion -Wint-conversion -Wbool-conversion -Wenum-conversion -Wshorten-64-to-32 -Wno-newline-eof -Wno-c++11-extensions -D_DEBUG -DSCP_UNIX -DUSE_OPENAL -DAPPLE_APP -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk -fasm-blocks -fstrict-aliasing -Wdeprecated-declarations -Winvalid-offsetof -mmacosx-version-min=10.6 -g -Wno-sign-conversion -I/Users/cliff.gordon/fs2_open_git/projects/Xcode4/build/FS2_Open.build/Debug/code.build/code.hmap -I/Users/cliff.gordon/fs2_open_git/projects/Xcode4/build/Debug/include -I../../code -IFrameworks/Ogg.framework/Headers -IFrameworks/Vorbis.framework/Headers -IFrameworks/Theora.framework/Headers -IFrameworks/SDL.framework/Headers -I/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk/System/Library/Frameworks/OpenAL.framework/Headers -I/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk/System/Library/Frameworks/OpenGL.framework/Headers -I/Users/cliff.gordon/fs2_open_git/projects/Xcode4/build/FS2_Open.build/Debug/code.build/DerivedSources/x86_64 -I/Users/cliff.gordon/fs2_open_git/projects/Xcode4/build/FS2_Open.build/Debug/code.build/DerivedSources -Wno-write-strings -Wno-char-subscripts -Wno-shorten-64-to-32 -F/Users/cliff.gordon/fs2_open_git/projects/Xcode4/build/Debug -FFrameworks -MMD -MT dependencies -MF /Users/cliff.gordon/fs2_open_git/projects/Xcode4/build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/gropenglshader.d --serialize-diagnostics /Users/cliff.gordon/fs2_open_git/projects/Xcode4/build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/gropenglshader.dia -c /Users/cliff.gordon/fs2_open_git/code/graphics/gropenglshader.cpp -o /Users/cliff.gordon/fs2_open_git/projects/Xcode4/build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/gropenglshader.o
/Users/cliff.gordon/fs2_open_git/code/graphics/gropenglshader.cpp:781:28: error: cast from pointer to smaller type 'GLuint' (aka 'unsigned int') loses information
                        vglProgramParameteriEXT((GLuint)shader_object, GL_GEOMETRY_INPUT_TYPE_EXT, Current_geo_sdr_params->input_type);
                                                ^~~~~~~~~~~~~~~~~~~~~
/Users/cliff.gordon/fs2_open_git/code/graphics/gropenglshader.cpp:782:28: error: cast from pointer to smaller type 'GLuint' (aka 'unsigned int') loses information
                        vglProgramParameteriEXT((GLuint)shader_object, GL_GEOMETRY_OUTPUT_TYPE_EXT, Current_geo_sdr_params->output_type);
                                                ^~~~~~~~~~~~~~~~~~~~~
/Users/cliff.gordon/fs2_open_git/code/graphics/gropenglshader.cpp:783:28: error: cast from pointer to smaller type 'GLuint' (aka 'unsigned int') loses information
                        vglProgramParameteriEXT((GLuint)shader_object, GL_GEOMETRY_VERTICES_OUT_EXT, Current_geo_sdr_params->vertices_out);
                                                ^~~~~~~~~~~~~~~~~~~~~
/Users/cliff.gordon/fs2_open_git/code/graphics/gropenglshader.cpp:989:31: error: unknown type name 'glGetUniformBlockIndexARBProcPtr'; did you mean 'glGetUniformLocationARBProcPtr'?
        new_uniform_block.location = vglGetUniformBlockIndexARB(Current_shader->program_id, uniform_text);
                                     ^
In file included from /Users/cliff.gordon/fs2_open_git/code/graphics/gropenglshader.cpp:18:
../../code/graphics/gropenglextension.h:370:79: note: expanded from macro 'vglGetUniformBlockIndexARB'
#define vglGetUniformBlockIndexARB              GLEXT_CALL2( OGL_GET_UNIFORM_BLOCK_INDEX, PFNGLGETUNIFORMBLOCKINDEXPROC )
                                                                                          ^
../../code/graphics/gropenglextension.h:282:41: note: expanded from macro 'PFNGLGETUNIFORMBLOCKINDEXPROC'
#define PFNGLGETUNIFORMBLOCKINDEXPROC                   glGetUniformBlockIndexARBProcPtr
                                                        ^
../../code/graphics/gropenglextension.h:198:29: note: expanded from macro 'GLEXT_CALL2'
#define GLEXT_CALL2(i, x) ((x)GL_Functions[i].function_ptr)
                            ^
In file included from /Users/cliff.gordon/fs2_open_git/code/graphics/gropenglshader.cpp:17:
In file included from ../../code/graphics/gropengl.h:33:
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk/System/Library/Frameworks/OpenGL.framework/Headers/glext.h:2400:18: note: 'glGetUniformLocationARBProcPtr' declared
      here
typedef GLint (* glGetUniformLocationARBProcPtr) (GLhandleARB programObj, const GLcharARB *name);
                 ^
4 errors generated.

I think the above mentioned post may also have some help for fixing the casting issues.  As for the unknown type, I'm not sure what to do about that one. 

Code: [Select]
CompileC build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/gropenglstate.o /Users/cliff.gordon/fs2_open_git/code/graphics/gropenglstate.cpp normal x86_64 c++ com.apple.compilers.llvm.clang.1_0.compiler
    cd /Users/cliff.gordon/fs2_open_git/projects/Xcode4
    export LANG=en_US.US-ASCII
    /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang -x c++ -arch x86_64 -fmessage-length=218 -fdiagnostics-show-note-include-stack -fmacro-backtrace-limit=0 -fcolor-diagnostics -Wno-trigraphs -fpascal-strings -O0 -Wno-missing-field-initializers -Wno-missing-prototypes -Wno-non-virtual-dtor -Wno-overloaded-virtual -Wno-exit-time-destructors -Wno-missing-braces -Wparentheses -Wswitch -Wunused-function -Wno-unused-label -Wno-unused-parameter -Wunused-variable -Wunused-value -Wempty-body -Wuninitialized -Wno-unknown-pragmas -Wno-shadow -Wno-four-char-constants -Wno-conversion -Wconstant-conversion -Wint-conversion -Wbool-conversion -Wenum-conversion -Wshorten-64-to-32 -Wno-newline-eof -Wno-c++11-extensions -D_DEBUG -DSCP_UNIX -DUSE_OPENAL -DAPPLE_APP -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk -fasm-blocks -fstrict-aliasing -Wdeprecated-declarations -Winvalid-offsetof -mmacosx-version-min=10.6 -g -Wno-sign-conversion -I/Users/cliff.gordon/fs2_open_git/projects/Xcode4/build/FS2_Open.build/Debug/code.build/code.hmap -I/Users/cliff.gordon/fs2_open_git/projects/Xcode4/build/Debug/include -I../../code -IFrameworks/Ogg.framework/Headers -IFrameworks/Vorbis.framework/Headers -IFrameworks/Theora.framework/Headers -IFrameworks/SDL.framework/Headers -I/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk/System/Library/Frameworks/OpenAL.framework/Headers -I/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk/System/Library/Frameworks/OpenGL.framework/Headers -I/Users/cliff.gordon/fs2_open_git/projects/Xcode4/build/FS2_Open.build/Debug/code.build/DerivedSources/x86_64 -I/Users/cliff.gordon/fs2_open_git/projects/Xcode4/build/FS2_Open.build/Debug/code.build/DerivedSources -Wno-write-strings -Wno-char-subscripts -Wno-shorten-64-to-32 -F/Users/cliff.gordon/fs2_open_git/projects/Xcode4/build/Debug -FFrameworks -MMD -MT dependencies -MF /Users/cliff.gordon/fs2_open_git/projects/Xcode4/build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/gropenglstate.d --serialize-diagnostics /Users/cliff.gordon/fs2_open_git/projects/Xcode4/build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/gropenglstate.dia -c /Users/cliff.gordon/fs2_open_git/code/graphics/gropenglstate.cpp -o /Users/cliff.gordon/fs2_open_git/projects/Xcode4/build/FS2_Open.build/Debug/code.build/Objects-normal/x86_64/gropenglstate.o
/Users/cliff.gordon/fs2_open_git/code/graphics/gropenglstate.cpp:379:14: error: use of undeclared identifier 'GL_CLIP_DISTANCE0'
                        glDisable(GL_CLIP_DISTANCE0+i);
                                  ^
/Users/cliff.gordon/fs2_open_git/code/graphics/gropenglstate.cpp:716:13: error: use of undeclared identifier 'GL_CLIP_DISTANCE0'
                        glEnable(GL_CLIP_DISTANCE0+num);
                                 ^
/Users/cliff.gordon/fs2_open_git/code/graphics/gropenglstate.cpp:719:14: error: use of undeclared identifier 'GL_CLIP_DISTANCE0'
                        glDisable(GL_CLIP_DISTANCE0+num);
                                  ^
/Users/cliff.gordon/fs2_open_git/code/graphics/gropenglstate.cpp:1278:19: error: use of undeclared identifier 'GL_TEXTURE_BUFFER_ARB'
        vglBindBufferARB(GL_TEXTURE_BUFFER_ARB, id);
                         ^
/Users/cliff.gordon/fs2_open_git/code/graphics/gropenglstate.cpp:1293:23: error: use of undeclared identifier 'GL_UNIFORM_BUFFER'
        vglBindBufferBaseEXT(GL_UNIFORM_BUFFER, index, id);
                             ^
/Users/cliff.gordon/fs2_open_git/code/graphics/gropenglstate.cpp:1308:19: error: use of undeclared identifier 'GL_UNIFORM_BUFFER'
        vglBindBufferARB(GL_UNIFORM_BUFFER, id);
                         ^
/Users/cliff.gordon/fs2_open_git/code/graphics/gropenglstate.cpp:1549:2: error: unknown type name 'glUnifrom4fARBProcPtr'; did you mean 'glUniform4fARBProcPtr'?
        vglUniform4fARB(opengl_shader_get_uniform(name.c_str()), val.a1d[0], val.a1d[1], val.a1d[2], val.a1d[3]);
        ^
In file included from /Users/cliff.gordon/fs2_open_git/code/graphics/gropenglstate.cpp:13:
In file included from ../../code/graphics/gropenglstate.h:16:
../../code/graphics/gropenglextension.h:355:56: note: expanded from macro 'vglUniform4fARB'
#define vglUniform4fARB                                 GLEXT_CALL( OGL_UNIFORM4F, PFNGLUNIFORM4FARBPROC )
                                                                                   ^
../../code/graphics/gropenglextension.h:266:35: note: expanded from macro 'PFNGLUNIFORM4FARBPROC'
#define PFNGLUNIFORM4FARBPROC                                   glUnifrom4fARBProcPtr
                                                                ^
../../code/graphics/gropenglextension.h:194:10: note: expanded from macro 'GLEXT_CALL'
                                                        ((x)GL_Functions[i].function_ptr)
                                                          ^
In file included from /Users/cliff.gordon/fs2_open_git/code/graphics/gropenglstate.cpp:12:
In file included from ../../code/graphics/gropengl.h:33:
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk/System/Library/Frameworks/OpenGL.framework/Headers/glext.h:2380:17: note: 'glUniform4fARBProcPtr' declared here
typedef void (* glUniform4fARBProcPtr) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
                ^
7 errors generated.

I can't find any documentation but maybe these identifiers are defined in a different header on OS X?  Google has them seemingly in glext.h or glew.h.  Seems like Apple might just be silly and doesn't have them available.  I can see this right now - none of the official Apple glext.h files have it defined, however, the XQuartz glext.h files on my PC are the Khronos distribution, and do have it defined.  But X11 isn't even included with OS X 10.9+ now, so linking against that would mean building the libs in or requiring XQuartz to be installed.  If that would even work at  all.
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on November 03, 2014, 12:45:12 pm
It looks like we need some more Mac expertise in this thread. Echelon9, if you're out there somewhere, have you tried compiling this code?
Title: Re: Deferred Lighting and soft shadows
Post by: Spoon on November 04, 2014, 11:18:45 am
There appear to be some issues with large transparant objects. Mostly they simply refuse to show up.

(http://i58.tinypic.com/34sh0k9.jpg)
(http://i61.tinypic.com/21drf6f.jpg)
(http://i61.tinypic.com/23udkq8.jpg)
(http://i60.tinypic.com/jg2udz.jpg)
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on November 04, 2014, 11:51:22 am
Are they all in the root subobject or or they in child subobjects? Are they being rendered using -trans or no?
Title: Re: Deferred Lighting and soft shadows
Post by: Spoon on November 04, 2014, 05:36:00 pm
On closer inspection it seems to only occur with subobjects. Detail-0 is displayed properly but everything linked to that (turret or otherwise) isn't.
Not using any textures with -trans
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on November 04, 2014, 05:40:52 pm
Oh good to know. My code that separates out transparencies to draw them later only works for the root submodel. I was going to extend that system for all submodels in the future but it looks like I may have to do it sooner rather than later based on your bug report.
Title: Re: Deferred Lighting and soft shadows
Post by: Spoon on November 04, 2014, 06:14:42 pm
Also something I've noticed is this:
(http://i61.tinypic.com/2vvl3lf.jpg)
To the right is what happens with the shadows/def lighting build, I'm getting those wierd artifacts around bitmaps.
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on November 04, 2014, 09:37:37 pm
What build are you running with the pics on the left?
Title: Re: Deferred Lighting and soft shadows
Post by: Spoon on November 05, 2014, 08:07:49 am
The one you gave me (multilock_11167)
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on November 05, 2014, 10:34:43 am
I don't know. I'm not noticing those issues on my machine. What video card do you have?
Title: Re: Deferred Lighting and soft shadows
Post by: Spoon on November 05, 2014, 12:52:49 pm
GTX 760
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on November 05, 2014, 04:43:29 pm
Anybody else notice this phenomenon? I've been taking screenshots and blowing them up in image editors but I can't really find anything.
Title: Re: Deferred Lighting and soft shadows
Post by: DahBlount on November 05, 2014, 04:53:55 pm
It happens for me as well. Using an R9 290x.

I've noticed that lowering the bloom a lot can mitigate it somewhat but it's almost always there.
Title: Re: Deferred Lighting and soft shadows
Post by: tomimaki on November 05, 2014, 07:16:58 pm
I see these artifacts too. First I thought it's maybe driver's fault but seems not.
AMD 6650M and Catalyst 14.4.
I used build shadows_11109.

Flak explosions in left lower corner. Beam looks normal...
(http://s29.postimg.org/x1p79p4ar/screen0148.jpg) (http://postimg.org/image/x1p79p4ar/)

...now not
(http://s16.postimg.org/4dxr0en75/screen0152.jpg) (http://postimg.org/image/4dxr0en75/)

Around white stripes
(http://s1.postimg.org/niks0atrv/screen0158.jpg) (http://postimg.org/image/niks0atrv/)
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on November 06, 2014, 12:49:34 am
Can you guys turn off deferred lighting and see if the artifacts still occur?
Title: Re: Deferred Lighting and soft shadows
Post by: tomimaki on November 06, 2014, 06:56:08 am
Effect the same like on pics.
I tried:
- disabled deffered lighting but enabled shadows,
- disabled shadows but enabled deffered lighting,
- disabled both.

Last one is weird, because it should back to standard behaviour, isn't it?


In the end I tried standard nightly 11169 and I don't see artifacts.
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on November 06, 2014, 10:50:54 am
Also try turning off geometry shaders for effect rendering. Look in the Troubleshooting tab.
Title: Re: Deferred Lighting and soft shadows
Post by: AdmiralRalwood on November 06, 2014, 12:30:06 pm
Maybe also see what happens if you turn off post-processing?
Title: Re: Deferred Lighting and soft shadows
Post by: tomimaki on November 06, 2014, 05:38:34 pm
Yeah, turning off post-processing did trick (deferred lighting and shadows - on). No more strange beams or artefacts around flak explosions or white stripes.
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on November 06, 2014, 06:29:45 pm
Can you guys also do me a favor and see if previous builds I posted in this thread exhibit the same behavior?

http://www.mediafire.com/download/t5fo830a0896o2b/shadows_11046_r4.zip
http://www.mediafire.com/download/v2y7ob1ipz6zn2h/shadows_10794_r4.zip
http://www.mediafire.com/download/53dz0a26mi63f1m/shadows_10506_r2.zip
Title: Re: Deferred Lighting and soft shadows
Post by: DahBlount on November 06, 2014, 06:43:56 pm
It occurs on all of them.
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on November 07, 2014, 11:41:55 am
Okay I figured out the issue. I made some changes to the blur shader in post processing that reduces the number of texture fetches required to perform the gaussian blur. But I guess I didn't implement it correctly. In any case, I replaced it with the older version of the blur shader.
Title: Re: Deferred Lighting and soft shadows
Post by: Luis Dias on November 07, 2014, 11:46:29 am
So no speed optimizations on that front then? :/
Title: Re: Deferred Lighting and soft shadows
Post by: Kolgena on November 07, 2014, 05:46:23 pm
Shame. Should have figured out a way to stretch out those "artifacts" more and called them anamorphic lens flares :P
Title: Re: Deferred Lighting and soft shadows
Post by: Spoon on November 07, 2014, 06:13:10 pm
Hoorah for fixes  :yes:
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on November 08, 2014, 10:50:10 pm
http://www.mediafire.com/download/jgt58g0q7il86sk/shadows_11167.zip

Title: Re: Deferred Lighting and soft shadows
Post by: Axem on November 09, 2014, 09:27:16 am
Could we get a patch for us with largely nefarious goals? :)
Title: Re: Deferred Lighting and soft shadows
Post by: Erkhyan on November 09, 2014, 12:03:54 pm
Sorry if this problem has been reported before, but this build (I’ve tested 10506 R2, 11109 and 11167) has trouble displaying the 2014 mediaVPs version of the GTI Arcadia on my computer.

Disabling or enabling deferred lighting, shadows or FXAA antialiasing, in any combination, doesn’t fix the problem. I haven’t encountered this issue on the 3.7.2 RCs, either.

My computer config is a Core i3 2100, 8gb RAM, GTX 560, Win7 64.

(http://i.imgur.com/pjz3kT9s.jpg) (http://imgur.com/pjz3kT9) (http://i.imgur.com/F0dOLvDs.jpg) (http://imgur.com/F0dOLvD) (http://i.imgur.com/wUvV9Ogs.jpg) (http://imgur.com/wUvV9Og) (http://i.imgur.com/c1WDeBWs.jpg) (http://imgur.com/c1WDeBW)
Title: Re: Deferred Lighting and soft shadows
Post by: tomimaki on November 09, 2014, 05:31:20 pm
I tested build shadows_11167 and all my bugs described earlier disappeared. :)

But I forgot something (seen in earlier builds too). :ick:
(http://s15.postimg.org/3lj8ch79z/screen0214.jpg) (http://postimg.org/image/3lj8ch79z/)
In Technical Database ships are displaced to right. Turning off shadows fixes problem.

On my computer Arcadia looks good.
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on November 09, 2014, 06:09:06 pm
Sorry if this problem has been reported before, but this build (I’ve tested 10506 R2, 11109 and 11167) has trouble displaying the 2014 mediaVPs version of the GTI Arcadia on my computer.

Disabling or enabling deferred lighting, shadows or FXAA antialiasing, in any combination, doesn’t fix the problem. I haven’t encountered this issue on the 3.7.2 RCs, either.

My computer config is a Core i3 2100, 8gb RAM, GTX 560, Win7 64.

(http://i.imgur.com/pjz3kT9s.jpg) (http://imgur.com/pjz3kT9) (http://i.imgur.com/F0dOLvDs.jpg) (http://imgur.com/F0dOLvD) (http://i.imgur.com/wUvV9Ogs.jpg) (http://imgur.com/wUvV9Og) (http://i.imgur.com/c1WDeBWs.jpg) (http://imgur.com/c1WDeBW)

Can you run the debug builds and post your log file? Are there any other models that exhibit this behavior?
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on November 09, 2014, 06:37:29 pm
Could we get a patch for us with largely nefarious goals? :)

[attachment kidnapped by pirates]
Title: Re: Deferred Lighting and soft shadows
Post by: mjn.mixael on November 09, 2014, 11:19:29 pm
Yeah, I noticed this build didn't particularly like the new Arcadia.. but I was unable to confirm a whole lot because the mod I'm currently working on pretty much just crashes repeatedly and under a wide range of circumstances with these builds. More different circumstances that I really knew how to document and report with any useful accuracy.

Of course, I was also using unofficial builds from a heathen COUGHAXEMCOUGH. I'll try to give more concrete feedback when I see builds I can run on that same mod.
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on November 09, 2014, 11:58:09 pm
Is this Arcadia available in the current Media VPs or is it a WIP and/or unreleased version?
Title: Re: Deferred Lighting and soft shadows
Post by: majorvader111 on November 10, 2014, 01:32:17 am
Ok when i try this on shadow genesis 1.1 and select the magnus i get this error

The NVIDIA OpenGL driver lost connection with the display driver due to exceeding the Windows Time-Out limit and is unable to continue.

The application must close.

here is my log file http://pastebin.com/h0rzPLmg
Title: Re: Deferred Lighting and soft shadows
Post by: niffiwan on November 10, 2014, 01:48:47 am
Is this Arcadia available in the current Media VPs or is it a WIP and/or unreleased version?

It looks like the current mediavps_2014 version.
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on November 10, 2014, 02:51:31 am
can i get log files from everybody that are experiencing problems with the Arcadia?
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on November 10, 2014, 11:55:09 pm
Ok when i try this on shadow genesis 1.1 and select the magnus i get this error

The NVIDIA OpenGL driver lost connection with the display driver due to exceeding the Windows Time-Out limit and is unable to continue.

The application must close.

here is my log file http://pastebin.com/h0rzPLmg

Thanks for that log file. It really helps. Especially because I'm seeing that your graphics processor only supports 4 texture units which means the batched model rendering system I wrote to improve framerates won't work on your machine if all the bells and whistles are enabled and taking up texture slots (diffuse, specular, glow, normal, and then finally the texture buffer that contains all the submodel transform info). (Nevermind, I realized your graphics adapter supports 32 texture image units.)

Not only that, your card doesn't support very large vertex and index buffers in a draw call which could mean the Magnus is too large to be rendered all at once on your machine.

As for what this all means? I'm going to have to figure out how to take into account of hardware limits beyond shader and extension support and disable the batched model draw system programmatically.

In any case, as a temporary solution, try going to "Troubleshooting" and look for "Disable batched model rendering". See if that solves your problem.

Still waiting for log files from people who aren't able to render the Arcadia properly.
Title: Re: Deferred Lighting and soft shadows
Post by: Erkhyan on November 11, 2014, 07:02:52 am
Sorry about the delay, I didn’t have time to play yesterday. Anyway, I use the 2014 media VPs, no addons. I also discovered that where the Arcadia appears corrupted, the Hatshepsut just doesn’t display at all. Using the "Disable batched model rendering" option fixes both issues.

Here’s my first log: http://pastebin.com/UAEiZ2cC

It covers loading the game, checking a handful models in the tech room, and attempting to load the first mission of the SCP version of Derelict (because it features an Arcadia). The debug build crashes to desktop while trying to load the mission, something that doesn’t happen with the standard build.

My second log: http://pastebin.com/NCyLjD2U

This time, only using the 2014 media VPs without Derelict. Loading the game, creating a new pilot, starting the standard FS2 campaign, deciding to skip all training missions, and loading Surrender, Belisarius! in order to check the Hatshepsut model. I didn’t get to: while the mission loaded fine, the game had a CTD as soon as I fired my primaries.

I then used the standard build to check: no crash, and the GVD Psamtik appears completely invisible except for its engine exhaust.
Title: Re: Deferred Lighting and soft shadows
Post by: Spoon on November 11, 2014, 09:24:08 am
http://www.mediafire.com/download/jgt58g0q7il86sk/shadows_11167.zip

  • Fixed fixed function rendering.
  • Fixed bloom.
  • Extended smarter transparency rendering to all submodels.
  • Fixed issue where the bitmap lookup code would return the wrong texels when giving it negative UV coordinates which prevented transparencies from rendering properly on some models.
Dear swifty, the transparancy issue I reported earlier still persists. Ships still appear transparant or are missing their transparant bits completely.


(P.s. I still love you, but it would probably help if you could find a tiny bit of time to hang out in the dev channel, pull stuff from the svn and test your changes directly with me)
Title: Re: Deferred Lighting and soft shadows
Post by: majorvader111 on November 11, 2014, 10:31:49 pm

Not only that, your card doesn't support very large vertex and index buffers in a draw call which could mean the Magnus is too large to be rendered all at once on your machine.


well thats weird i have a gtx 770
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on November 12, 2014, 12:13:58 am
It's not weird. I finally dusted off my Nvidia machine and it looks like Nvidia OpenGL drivers in general don't support vertex and index counts larger than 1000K. AMD cards are 16000K.

So it's back to the drawing board for me.
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on November 12, 2014, 03:55:01 am
Good news everyone. I managed to reproduce everybody's rendering issues on my Nvidia machine. Expect a fix shortly.
Title: Re: Deferred Lighting and soft shadows
Post by: majorvader111 on November 12, 2014, 08:20:41 am
It's not weird. I finally dusted off my Nvidia machine and it looks like Nvidia OpenGL drivers in general don't support vertex and index counts larger than 1000K. AMD cards are 16000K.

So it's back to the drawing board for me.

really, good on you nvidia
Title: Re: Deferred Lighting and soft shadows
Post by: majorvader111 on November 12, 2014, 08:20:56 am
Good news everyone. I managed to reproduce everybody's rendering issues on my Nvidia machine. Expect a fix shortly.

cool looking forward
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on November 13, 2014, 09:27:52 pm
It looks like those vertex and index element limits were irrelevant and not causing the problem of models not rendering on Nvidia GPUs. The actual problem was coming from how the engine was packing indices into the index buffer. Nvidia drivers don't like reading from an index buffer pointer that's not word aligned with the current address type set (unsigned 32-bit integers versus unsigned 16-bit integers).

This build fixes that problem. I tested the models reported as having issues in this thread on my spare machine with an Nvidia video card and they all rendered correctly. I hope this is the end of the Nvidia issues but please keep an eye out for any problems that may crop up.

http://www.mediafire.com/download/ddpawmlwdj264qq/shadows_11167_r2.zip



[attachment kidnapped by pirates]
Title: Re: Deferred Lighting and soft shadows
Post by: DahBlount on November 18, 2014, 01:51:44 pm
Does this happen for anyone else?

Normal:
(http://i.imgur.com/iqdX8zx.png)

Fixed Render Pipeline:
(http://i.imgur.com/biOT5XB.png)
Title: Re: Deferred Lighting and soft shadows
Post by: SypheDMar on November 18, 2014, 03:11:36 pm
What the **** is that? :eek2:
Title: Re: Deferred Lighting and soft shadows
Post by: DahBlount on November 18, 2014, 03:12:50 pm
Look at a ship in the F3 lab with Fixed Render Pipeline turned on.

The effect is slightly different between ship classes. The Solaris shows with all of its subsystems destroyed.

All ships default to facing away from the camera but glowpoints and thruster graphics stay in place and can be rotated as if it were attached the ship.
Title: Re: Deferred Lighting and soft shadows
Post by: AdmiralRalwood on November 18, 2014, 03:22:27 pm
I get the same.
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on November 18, 2014, 04:13:31 pm
I think i'm just going to take out the fixed function checkbox in the lab viewer. All these new features make it really hard to easily switch between the two rendering modes during runtime.
Title: Re: Deferred Lighting and soft shadows
Post by: tomimaki on November 18, 2014, 06:39:00 pm
I get too + I don't see damage lightning when enabled.
Title: Re: Deferred Lighting and soft shadows
Post by: DahBlount on November 19, 2014, 02:10:32 pm
I just noticed this recently but, playing on this build with my motherboards automatic OC system causes the game to stutter. Is there any explanation or precedent for such a thing?
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on November 19, 2014, 03:28:08 pm
Turn on Disabled batched model rendering in Troubleshooting
Title: Re: Deferred Lighting and soft shadows
Post by: DahBlount on November 19, 2014, 03:56:05 pm
That helps a bit, there is still the occasional jump though. Is the problem with overclocking in general or because I'm using an auto overclock mechanism?
Title: Re: Deferred Lighting and soft shadows
Post by: CountBuggula on November 20, 2014, 01:28:42 pm
That helps a bit, there is still the occasional jump though. Is the problem with overclocking in general or because I'm using an auto overclock mechanism?

In general the auto-overclocking is pretty reliable, but there are certainly applications that just have a harder time with it.  I know for instance that there are even some enterprise applications that require dynamic over/underclocking to be disabled in order to function properly.  Could be a situation like that, could be an issue with your CPU, as I use AMD CPUs with it enabled and haven't really run into the problem at all.
Title: Re: Deferred Lighting and soft shadows
Post by: DahBlount on November 20, 2014, 01:51:11 pm
I haven't tried to manually overclock before, but the dynamic overclock feature does great with other games so I don't think it's my cpu. I'll write down some base settings and try manually overclocking in the near future.
Title: Re: Deferred Lighting and soft shadows
Post by: Spoon on December 06, 2014, 09:45:03 pm
Okay so this isn't a bug, but its a quality thing that kind of bugs me (Ha Haaa).
(http://i62.tinypic.com/fad6bt.jpg)
(http://i57.tinypic.com/350lbex.png)

It's the 'lod' of the shadow map (so to say, I dont know the proper term), its very easy to spot the very ugly transition on larger objects when you fly next to them, as it happens pretty much right under the nose. I think the easy fix for this is to just increase the distance for the quality transition. I dont know how much of a hit performance it would be, but some extra 500 range would probably go a long way to make this far less visible.
(Or maybe im just missing some quality setting and the default is set to be kinda low?)

Or maybe I'm wrong about all of these things and it actually is some kind of bug/oddity?
You tell me!
Title: Re: Deferred Lighting and soft shadows
Post by: FrikgFeek on December 06, 2014, 10:26:45 pm
I don't think that's a problem with a quality swap(like you'd swap models). Looks like regular tearing to me and the FPS counter says you're under 60. Maybe shadows always update at 60 Hz, regardless of your framerate. That would also explain why the "higher quality" shadows appear to be smaller and not really higher in quality.
Title: Re: Deferred Lighting and soft shadows
Post by: Spoon on December 06, 2014, 11:20:41 pm
No, thats not it, FrikgFeek.
And fps always takes a slight dip when taking a screenshot.
Title: Re: Deferred Lighting and soft shadows
Post by: Kolgena on December 08, 2014, 03:00:59 pm
The shadow maps are cascaded, so that further shadows are lower resolution to save resources. Here, the transition is obvious. It's not screen tearing, and is probably much more obvious in motion, if it crawls along as your ship moves.

IMO looks like the problem is that the gaussian (?) blurring is tied to shadow texture resolution, so the effective blur radius is larger the lower the shadow texture resolution is.

There's also some blending oddities happening with overlapping shadows there. You can see some "bright" outlines/halos in the shadow under the big metal beam, particularly where the orange and tan metal plates meet. (looks like the silhouette of a house, sort of)
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on December 09, 2014, 02:30:55 am
there are ways to make the cascade transitions less obvious by sampling both cascades within certain thresholds. I wouldn't really say this is a critical thing to do but more like a nice to have thing later down the line.
Title: Re: Deferred Lighting and soft shadows
Post by: Phantom Hoover on March 19, 2015, 07:38:58 am
What're the dependencies for this thing? I'm trying to build it myself but I'm getting

Code: [Select]
cutscene/oggplayer.cpp: In function ‘void OGG_video_init(theora_info*)’:
cutscene/oggplayer.cpp:367:44: error: ‘shader_type’ is not a class or namespace
    int sdr_handle = gr_maybe_create_shader(shader_type::VIDEO_PROCESS, 0);
                                            ^

EDIT: oh, this is a build problem, not a dependency one. I have no idea what to do about this, then.
Title: Re: Deferred Lighting and soft shadows
Post by: AdmiralRalwood on March 19, 2015, 12:18:17 pm
EDIT: oh, this is a build problem, not a dependency one. I have no idea what to do about this, then.
Latest code still builds fine for me: have an SSE2 (http://deviance.duckish.net/downloads/fs2_open_shadows_SSE2.7z) build and an AVX (http://deviance.duckish.net/downloads/fs2_open_shadows_AVX.7z) build.
Title: Re: Deferred Lighting and soft shadows
Post by: Phantom Hoover on March 19, 2015, 12:58:26 pm
Right, I should've mentioned that I'm trying to do this on Arch Linux. Is this build actually tested on OSes other than Windows?
Title: Re: Deferred Lighting and soft shadows
Post by: chief1983 on March 19, 2015, 01:16:46 pm
That did look like a Linux error and not a Visual C++ one.  It's possible that autotools just needs to have some source files added to it.
Title: Re: Deferred Lighting and soft shadows
Post by: Phantom Hoover on March 19, 2015, 02:41:22 pm
Is that something I can try?
Title: Re: Deferred Lighting and soft shadows
Post by: chief1983 on March 19, 2015, 02:45:40 pm
I believe you could, I was going to test my theory on my Linux VM first before stating that's the problem though.

Code: [Select]
cliff.gordon@Cliff-Gordons-MBP:~/Freespace-Open-Swifty [shader_transform_deferred]  $ git diff origin/master HEAD code/Makefile.am
diff --git a/code/Makefile.am b/code/Makefile.am
index 8ca29fb..f05ef78 100644
--- a/code/Makefile.am
+++ b/code/Makefile.am
@@ -343,6 +343,7 @@ FS2_SOURCES =       \
        graphics/grstub.cpp     \
        graphics/grstub.h       \
        graphics/line.h \
+       graphics/shadows.cpp \
        graphics/tmapper.h      \
        hud/hud.cpp     \
        hud/hud.h       \
@@ -501,6 +502,7 @@ FS2_SOURCES =       \
        model/modelsinc.h       \
        model/modeloctant.cpp   \
        model/modelread.cpp     \
+       model/modelrender.cpp   \
        nebula/neb.cpp  \
        nebula/neb.h    \
        nebula/neblightning.cpp \

It looks like the .cpp files were added but not the .h files for some reason.  If you edit code/Makefile.am and add the shadows.h and modelrender.h by their respective .cpp entries in that file, it might just work.
Title: Re: Deferred Lighting and soft shadows
Post by: Phantom Hoover on March 19, 2015, 06:17:25 pm
That doesn't seem to have helped, unfortunately.
Title: Re: Deferred Lighting and soft shadows
Post by: Phantom Hoover on March 19, 2015, 07:35:24 pm
OK so after investigating a bit more on IRC it looks like this is happening because you're using a Microsoft extension (https://msdn.microsoft.com/en-us/library/a6cskb49.aspx) to define the shader_type enum. This is obviously not acceptable on a cross-platform application like the SCP so it'll need to be rewritten, but it's looking like just removing all the instances of 'shader_type::' might be enough to fix it.
Title: Re: Deferred Lighting and soft shadows
Post by: Phantom Hoover on March 19, 2015, 08:35:02 pm
After a brief bughunt I've got it compiled and running, I'll upload the changes somewhere soon.
Title: Re: Deferred Lighting and soft shadows
Post by: chief1983 on March 19, 2015, 08:49:46 pm
Oh?  Was just looking at it myself, I realized that shader_type is defined in 2d.h which is included in that file, but I wondered if it was a syntax compat issue with gcc or something.
Title: Re: Deferred Lighting and soft shadows
Post by: Phantom Hoover on March 19, 2015, 09:15:58 pm
Diff is here: http://sprunge.us/BWHY

Summary of changes: all instances of 'shader_type::' have been programmatically removed. Probably I should have replaced it with a suffix instead, rather than having all those enums floating around the global namespace. model/modelrender.cpp has had #include <algorithm> added to allow use of std::sort. A set of curly brackets have been added to graphics/gropenglshader.cpp in the opengl_compile_shader function to prevent a scope error from the piece of code it surrounds.

The build is functioning on my end, except that if I start firing weapons it completely freezes after about a second. (log) (http://sprunge.us/CLWU) This could be a problem with my graphics setup, so unless someone else tests it I can't say much. (It is my hypothesis after further testing that the lockup happens if any weapon is fired, at least on fighters.)
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on March 20, 2015, 01:38:49 am
thanks for the patch, I'll commit that when I get the chance.

And sorry about the crashes. I kind of wonder if these crashes are related to the beam crashes people have been getting on Nvidia drivers. I guess I'm going to have to do some rigorous testing this weekend on my Nvidia box.
Title: Re: Deferred Lighting and soft shadows
Post by: Phantom Hoover on March 20, 2015, 04:51:16 am
Continuing on the trail of this crash, I've got another debug log out of it with a slightly different spew at the end: http://sprunge.us/WPQC

I've also noticed that the crash only seems to happen with lighting detail settings of 4/5 or higher, so I started playing Costs of War from WiH1 and stepped up the setting until I got a crash. This is the log from that: http://sprunge.us/LCYW
Title: Re: Deferred Lighting and soft shadows
Post by: Phantom Hoover on March 20, 2015, 05:12:11 am
More testing: the crash only occurs with lighting detail of 4 or above, and, it seems, only after a certain number of shots are being rendered at once. I've also gotten a stack trace from when the game's locked up: http://pastebin.com/idt06WUH
Title: Re: Deferred Lighting and soft shadows
Post by: chief1983 on March 20, 2015, 07:15:31 am
Does the crash happen with trunk builds in a similar fashion?
Title: Re: Deferred Lighting and soft shadows
Post by: Phantom Hoover on March 20, 2015, 07:22:15 am
No, though there is another, qualitatively different freezing bug that ends up requiring a hard reboot. Because of that I'm giving up on FSO until I get home to my desktop in a few days, unless there are any specific tests you want me to run; this is really looking like a problem with my hardware/drivers.
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on March 20, 2015, 11:39:04 am
That stack trace helps a lot, thank you.
Title: Re: Deferred Lighting and soft shadows
Post by: Phantom Hoover on March 20, 2015, 12:35:11 pm
Probably worth noting that that stack trace was generated by allowing the game to freeze and then crashing it with an artificial segfault. That particular bit of code isn't causing an actual crash, it's just whatever the game was doing in its locked-up state when I crashed it.
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on March 20, 2015, 12:46:54 pm
I have a sinking suspicion that it might be the deferred lighting code that's causing these issues based on what you reported (Firing a laser which in turn pushes out a point light for rendering) combined with your stack trace. Have you tried running the game with deferred lighting disabled?
Title: Re: Deferred Lighting and soft shadows
Post by: Phantom Hoover on March 20, 2015, 01:29:24 pm
Well like I said I've never encountered that particular bug on trunk, and I too strongly suspect that it's caused by the lighting. But I'd really like to put this on hold until I can try it on slightly more reliable hardware and drivers.
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on March 20, 2015, 02:47:31 pm
You can disabled deferred lighting in the launcher in the Graphics tab on my builds. It'll revert back to the old way of doing lighting and will let me know if something else in my code is causing the issue or if it really is the deferred lighting code path being the culprit.
Title: Re: Deferred Lighting and soft shadows
Post by: FrikgFeek on March 21, 2015, 04:52:25 pm
Is it just me or do these builds make framebuffer explosions look really weird? They flicker a lot and look kinda poor.
Title: Re: Deferred Lighting and soft shadows
Post by: AdmiralRalwood on March 21, 2015, 05:18:28 pm
Is it just me or do these builds make framebuffer explosions look really weird? They flicker a lot and look kinda poor.
I noticed and then forgot to mention it; thanks for bringing it up.
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on March 22, 2015, 01:10:53 am
Just committed a fix for shockwave distortions in my git repo.

So I haven't much luck reproducing the crashers on my Nvidia machine. I did get one crash when firing lasers during gameplay but the Heisenberg Uncertainty Principle has seemed to come into effect as the crash didn't appear the second time as soon as I had a debugger ready to hook up to the game. I did notice that models occasionally don't get rendered and this happens entirely at random, also making this difficult to debug.

A suspicion I had is that perhaps the OpenGL errors in my debug logs are the culprit. So I decided to figure out what specific errors OpenGL was reporting. I hooked up AMD CodeXL's OpenGL debugger/profiler to the engine to get more data. It looks like we force the disabling of texture units when they're already disabled. OpenGL doesn't seem to be happy with that.

The resulting fix I made is something that should probably go into trunk. I'll probably post a patch in the SCP internal for review. So perhaps that fix will solve these crashes but I can't promise anything.
Title: Re: Deferred Lighting and soft shadows
Post by: Phantom Hoover on March 22, 2015, 07:12:13 pm
Yep, that's fixed the weapon lighting crash! I'll see if it's done anything about the hard lockups as well.
Title: Re: Deferred Lighting and soft shadows
Post by: FrikgFeek on March 27, 2015, 05:35:16 am
Hope it's alright to give feedback for the new HDR builds here because there's no separate "HDR builds" thread.
Compiled an AVX build from your repo, and it seems to have some problems with lights clipping through solid surfaces when they really shouldn't, especially noticeable with engines.
(http://i60.tinypic.com/wj780p.jpg)
(http://i62.tinypic.com/rtdxlg.jpg)
Look at the Raynor's engines here

They also seem to cast shadows on engine trails(not sure about this one though, but it does happen when I fly under a big ship)

(http://i60.tinypic.com/izompu.jpg)

AMD GPU(upgraded to a 290X), 15.3 beta drivers. Sorry if this is nothing new and if people already let you know through IRC or whatever.
Title: Re: Deferred Lighting and soft shadows
Post by: The Dagger on March 27, 2015, 05:45:40 am
The engine glow leaking happens in trunk too, so I don't believe it's HDR related.
Title: Re: Deferred Lighting and soft shadows
Post by: FrikgFeek on March 27, 2015, 05:47:26 am
Huh. Maybe it's just more noticeable because of the uncontrollable bloom. Used to have it at 55, now it's either full or off.
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on March 27, 2015, 09:18:11 am
Because this stuff is experimental and wasn't intended for public consumption yet, the bloom controls don't do anything right now. That's why you can't control the intensity.
Title: Re: Deferred Lighting and soft shadows
Post by: FrikgFeek on March 27, 2015, 09:49:23 am
Yes, I know, I was told so already. I'm not saying it's a bug, just that it made me notice a bug that I just happened to miss in trunk and I mistakenly assumed it was a bug with these builds.
Like I said, sorry if this is nothing new and I'm giving you useless feedback.
Title: Re: Deferred Lighting and soft shadows
Post by: Phantom Hoover on March 28, 2015, 02:19:19 pm
Incidentally it looks like you haven't committed the other two cross-platform fixes, so I guess I should remind you about that.
Title: Re: Deferred Lighting and soft shadows
Post by: The Dagger on March 30, 2015, 05:15:00 pm
I love the way these builds are making ma freespace look and I'm forever grateful for your work.
However, I did find some odd looking stuff when asteroids go boom:
(http://i1169.photobucket.com/albums/r503/Dagguerreotype/CXOu5S6_zpsrzpknbnx.jpg)
But that's what you get when you use experimental builds I guess.
Anyway, thanks for your work! :yes:
Title: Re: Deferred Lighting and soft shadows
Post by: The Dagger on April 06, 2015, 12:43:20 pm
Some new bug discovered in the latest builds provided by AdmiralRalwood.
(http://i1169.photobucket.com/albums/r503/Dagguerreotype/BUG2_zpspjbvuopr.png)
The subspace portal is rendered on top of the background instead of being added and the nodes are black.
If this isn't helpful, please tell me and I'll stop spamming this thread.
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on April 06, 2015, 01:00:47 pm
You're using the PBR build. I'm really not addressing any bug reports from that branch yet and am not officially providing builds for it. Please only report bugs from the deferred lighting and shadows branch. The PBR branch is still a WIP. Those bugs you experienced have already been fixed because AdmiralRalwood likely built it while I was in the middle of committing a bunch of stuff.

Title: Re: Deferred Lighting and soft shadows
Post by: The Dagger on April 06, 2015, 01:02:55 pm
Ah, sorry, I apparently got those two mixed.
Title: Re: Deferred Lighting and soft shadows
Post by: AdmiralRalwood on April 06, 2015, 10:44:55 pm
Ah, sorry, I apparently got those two mixed.
My fault for using the same filenames for deferred builds and PBR builds; my old links in this thread will now lead to PBR builds as a result. Sorry about the confusion; I'll rename them on my server to avoid this sort of mistake in the future.
Title: Re: Deferred Lighting and soft shadows
Post by: The Dagger on April 08, 2015, 04:18:33 pm
Could I get a build for testing then?


EDIT: got a fresh build from MageKing.
Apparently when a shadow is casted from an object receiving a shadow, the casted shadow from the second object presents a halo where the shadow he received would be. Graphical description:

(http://i1169.photobucket.com/albums/r503/Dagguerreotype/SCREEN_zpszjoqgk7p.png) (http://s1169.photobucket.com/user/Dagguerreotype/media/SCREEN_zpszjoqgk7p.png.html)

(http://i1169.photobucket.com/albums/r503/Dagguerreotype/screen0342_zpsf9onegxl.png) (http://s1169.photobucket.com/user/Dagguerreotype/media/screen0342_zpsf9onegxl.png.html)
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on April 08, 2015, 04:34:57 pm
I've known about this bug for a while but I decided not to comment on it until someone raised the issue.

This is probably something that won't be fixed anytime soon. This is a known shortcoming of the shadow mapping technique I use. Variance shadow maps have issues with light leaking. Getting rid of the light leaks would require me switching to something like exponential variance shadow maps. That's probably something I'll do later but that's far down the line.
Title: Re: Deferred Lighting and soft shadows
Post by: AdmiralRalwood on April 08, 2015, 05:08:53 pm
Okay, fresh set of builds from the shader_transform_deferred branch: AVX (http://deviance.duckish.net/downloads/fs2_open_shadows_AVX.7z) and SSE2 (http://deviance.duckish.net/downloads/fs2_open_shadows_SSE2.7z).
Title: Re: Deferred Lighting and soft shadows
Post by: Phantom Hoover on April 12, 2015, 07:14:30 am
Reminder that you still need to add #include <algorithm> to any file in which you use std::sort for this to compile on Linux. Currently the offenders are graphics/2d.cpp and model/modelrender.cpp.
Title: Re: Deferred Lighting and soft shadows
Post by: niffiwan on April 16, 2015, 06:15:15 am
I'm not sure if this had been reported already; nameplates on ships have a box around them where they should be transparent. This only occurs in the nebula, it doesn't happen in normal space.

(http://i.imgur.com/pEaa3LI.png)

(I noticed this when testing the new PBR builds, but it seems to be present in this branch as well)
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on April 26, 2015, 04:55:46 pm
Okay, last build before this hits trunk. I fixed some issues involving mission loadout wireframe rendering. I also fixed the nameplate rendering bug in nebula missions.

http://www.mediafire.com/download/86vea6cp9af7rxp/shadows_11296_r3.zip

If no one reports any bugs in the next couple of days, I'm going to merge this into the main repo.

Builds were built off of https://github.com/SamuelCho/Freespace-Open-Swifty/tree/materials

This branch has some additional code that lays the groundwork for a new material-based drawing system I have planned. The shader uniform state handling code has been transitioned to share some of the backend of this new system.
Title: Re: Deferred Lighting and soft shadows
Post by: chief1983 on April 26, 2015, 05:23:57 pm
I saw a lot of black streaking sliding along the hulls of capital ships in massive battle, when you get closer to them.  This was on a build from your branch on OS X 10.8.

(http://i.imgur.com/4Agu7On.png)
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on April 26, 2015, 05:35:59 pm
from materials or shader_transform_deferred? And what's the GPU of this machine?
Title: Re: Deferred Lighting and soft shadows
Post by: chief1983 on April 26, 2015, 06:04:42 pm
I'll have to rerun to get a log, it's AMD is all I remember now.  It's a late 2011 macbook pro, can't recall what they shipped with.  Should have been the shader_transform_deferred branch with mediavps 2014.
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on April 26, 2015, 06:31:20 pm
My 2014 Retina Macbook Pro (Like the top of the line Macbook a year ago) with a Geforce GTX 650M chugs when just rendering a single model with shadows enabled. We purposely used the OpenGL EXT geometry shader extension to get shadows working on Mac but after seeing this, it's honestly not worth it.

I'd rather just use the better supported ARB geometry shader extension (Which is not supported on the Mac OpenGL Compatibility profile) and lose shadow support on Mac and later have it supported down the line when we transition to the OpenGL Core profile.
Title: Re: Deferred Lighting and soft shadows
Post by: chief1983 on April 26, 2015, 07:41:44 pm
As long as we don't regress I don't really care if we have shadows on Mac or not.  And my bad, it's not even AMD...It's Intel HD 3000 512MB.  So that might be part of the problem.  I'll be getting a new one soon, so I really won't care, as I'm guessing it'll work better.  If this helps the push to get Core Profile support on the Mac too, all the better.
Title: Re: Deferred Lighting and soft shadows
Post by: Swifty on April 26, 2015, 07:51:51 pm
Does it at least look okay when shadows are disabled? No problems with the deferred lighting?
Title: Re: Deferred Lighting and soft shadows
Post by: chief1983 on April 27, 2015, 09:43:52 am
It does seem to be much improved.  I didn't see any artifacting on the hulls with shadows disabled.
Title: Re: Deferred Lighting and soft shadows
Post by: Echelon9 on July 11, 2015, 07:00:46 am
Hello Swifty,
Sending you a code review comment, about stray variable clip_plane_equation added as part of the deferred lighting and soft shadows feature. See GitHub Issue#233 (https://github.com/scp-fs2open/fs2open.github.com/issues/233).
Title: Re: Deferred Lighting and soft shadows
Post by: Familiar on January 11, 2016, 06:43:11 am
Hello everyone, I may be wrong, but this beauty is not included in 3.7.3 Nightlies yet? Latest shadow build is based on 3.7.1 in this thread, does someone has more recent one?
I'm asking just for gaming purpose, just finished (again) FSPort + ST:R + Frespace Blue + BP:AoA, now continuing on BP:WiH

Or I just dumb and there's an option to enable shadows in Nightly build?

Appreciate your answers, thank you in advance.
Title: Re: Deferred Lighting and soft shadows
Post by: The E on January 11, 2016, 06:48:50 am
Shadows are present in current nightlies, but have to be enabled manually. There should be an option to do so in the Launcher's graphics flags section.
Title: Re: Deferred Lighting and soft shadows
Post by: Familiar on January 11, 2016, 01:28:23 pm
Shadows are present in current nightlies, but have to be enabled manually. There should be an option to do so in the Launcher's graphics flags section.

OMG I must be blind -enable_shadows flags, and it is in wx launcher options.
I tried only -shadow_quality 2, which had no warning of unrecognizable flag, but no shadows.

Thank you kind sir for the hint.
Title: Re: Deferred Lighting and soft shadows
Post by: Lykurgos88 on January 14, 2016, 09:12:20 am
BTW, what is the value range of "-shadow_quality" parameter? I couldn't find any information in the "command-line reference" wiki page.
Title: Re: Deferred Lighting and soft shadows
Post by: Bryan See on January 14, 2016, 09:38:03 am
And what of the cockpit POFs? Will it be affected by deferred lighting and shadowing? I think not.
Title: Re: Deferred Lighting and soft shadows
Post by: Phantom Hoover on January 14, 2016, 09:52:24 am
-shadow_quality should be changed to implicitly include -enable_shadows when given a nonzero argument, though
Title: Re: Deferred Lighting and soft shadows
Post by: CountBuggula on January 15, 2016, 03:46:54 pm
And what of the cockpit POFs? Will it be affected by deferred lighting and shadowing? I think not.

I just tested and sadly, cockpits aren't affected by this.  Shades only, no self-shadows.  The question is whether this was an oversight or deliberate due to technical constraints?
Title: Re: Deferred Lighting and soft shadows
Post by: DahBlount on January 15, 2016, 04:23:41 pm
And what of the cockpit POFs? Will it be affected by deferred lighting and shadowing? I think not.

I just tested and sadly, cockpits aren't affected by this.  Shades only, no self-shadows.  The question is whether this was an oversight or deliberate due to technical constraints?
Technical constraints. iirc, something to do with rendering order or something like that.
Title: Re: Deferred Lighting and soft shadows
Post by: CountBuggula on January 15, 2016, 04:39:08 pm
And what of the cockpit POFs? Will it be affected by deferred lighting and shadowing? I think not.

I just tested and sadly, cockpits aren't affected by this.  Shades only, no self-shadows.  The question is whether this was an oversight or deliberate due to technical constraints?
Technical constraints. iirc, something to do with rendering order or something like that.

Sadness.  Besides the obvious appeal of just seeing shadows from other items in the cockpit, showing your cockpit go dark when you passed under a massive Star Destroyer would be amazing.
Title: Re: Deferred Lighting and soft shadows
Post by: niffiwan on January 15, 2016, 06:48:41 pm
BTW, what is the value range of "-shadow_quality" parameter? I couldn't find any information in the "command-line reference" wiki page.

Added (http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-shadow_quality)

-shadow_quality should be changed to implicitly include -enable_shadows when given a nonzero argument, though

Good point, it'd be trivial to make this change & a good simple task for anyone wanting to code for FSO. You could even remove -enable_shadows entirely & let -shadow_quality control if shadows are enabled.

Anyway, if anyone is interested all the code for this is in code/cmdline/cmdline.cpp; around line 1742 (https://github.com/scp-fs2open/fs2open.github.com/blob/master/code/cmdline/cmdline.cpp#L1735).
Title: Re: Deferred Lighting and soft shadows
Post by: Bryan See on January 16, 2016, 06:28:39 am
Excuse me, where can I get these built-in shader code for all of this?
Title: Re: Deferred Lighting and soft shadows
Post by: niffiwan on January 16, 2016, 06:48:35 am
Excuse me, where can I get these built-in shader code for all of this?

Have a look in code/globalincs/def_files.cpp (https://github.com/scp-fs2open/fs2open.github.com/blob/master/code/globalincs/def_files.cpp).
Title: Re: Deferred Lighting and soft shadows
Post by: The E on January 16, 2016, 07:09:33 am
Good point, it'd be trivial to make this change & a good simple task for anyone wanting to code for FSO. You could even remove -enable_shadows entirely & let -shadow_quality control if shadows are enabled.

I don't think this is a good plan. Right now, non-boolean flags are not very well supported by the Launcher, moving a relatively important flag like this one outside of the main graphics features list will render it basically undiscoverable. I agree that letting shadow_quality act as another way to switch on shadows is a good idea, that should definitely be done, but let's keep enable_shadows around a while longer.
Title: Re: Deferred Lighting and soft shadows
Post by: Lykurgos88 on January 16, 2016, 09:49:06 am
Added (http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-shadow_quality)

Thanks!  :yes:

Would it be possible to offer an additional value of "3" corresponding 2048x2048 shadow maps?
Title: Re: Deferred Lighting and soft shadows
Post by: DahBlount on January 16, 2016, 10:35:50 am
Would it be possible to offer an additional value of "3" corresponding 2048x2048 shadow maps?
I don't think this is a good idea.
Title: Re: Deferred Lighting and soft shadows
Post by: Spoon on January 16, 2016, 11:20:33 am
Would it be possible to offer an additional value of "3" corresponding 2048x2048 shadow maps?
I don't think this is a good idea.
Why not? If people have pc's that can handle it then why not let them have it?
Title: Re: Deferred Lighting and soft shadows
Post by: The E on January 16, 2016, 11:26:25 am
Indeed.
Title: Re: Deferred Lighting and soft shadows
Post by: Bryan See on February 06, 2016, 05:56:59 am
Excuse me?

In addition to lighting from glowpoints, it is possible that engine thruster glows should have lighting based on color?