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Hosted Projects - FS2 Required => Blue Planet => Topic started by: Strato on August 30, 2013, 10:30:36 am

Title: Engine trails missing?
Post by: Strato on August 30, 2013, 10:30:36 am
Hey, I just started playing BP: AoA.  so far, everything looks great ... except the engine trails of ships.  It's replaced with boxes that are the general color of its surroundings.  It's kind of hard to explain, so I uploaded a screenshot.  I'm assuming I'm missing some sort of file, but I've downloaded everything from here http://www.hard-light.net/forums/index.php?topic=68213.0 and can't find another post addressing the issue.  Please help!

[attachment deleted by ninja]
Title: Re: Engine trails missing?
Post by: MatthTheGeek on August 30, 2013, 10:46:38 am
Code: [Select]
  OpenGL Renderer  : NVIDIA GeForce GT 650M OpenGL Engine
  OpenGL Version   : 2.1 NVIDIA-8.12.47 310.40.00.05f01
[...]

Fragment shader failed to compile:
ERROR: 0:11: Invalid qualifiers 'in' in global variable context
ERROR: 0:13: Invalid qualifiers 'in' in global variable context
ERROR: 0:37: Use of undeclared identifier 'lightposition'
ERROR: 0:38: Use of undeclared identifier 'lightDir'
ERROR: 0:39: Use of undeclared identifier 'dist'
ERROR: 0:42: Use of undeclared identifier 'lightDir'
ERROR: 0:44: Use of undeclared identifier 'conedot'
ERROR: 0:47: Use of undeclared identifier 'attenuation'
ERROR: 0:47: Use of undeclared identifier 'conedot'
ERROR: 0:49: Use of undeclared identifier 'conedot'
ERROR: 0:52: Use of undeclared identifier 'attenuation'
ERROR: 0:52: Use of undeclared identifier 'conedot'
ERROR: 0:55: Use of undeclared identifier 'dist'
ERROR: 0:63: Use of undeclared identifier 'beamvec'
ERROR: 0:64: Use of undeclared identifier 'beamvec'
ERROR: 0:64: Use of undeclared identifier 'beamlength'
ERROR: 0:66: Use of undeclared identifier 'lightDir'
ERROR: 0:66: Use of undeclared identifier 'beamDir'
ERROR: 0:66: Use of undeclared identifier 'beamlength'
ERROR: 0:69: Use of undeclared identifier 'lightposition'
ERROR: 0:69: Use of undeclared identifier 'beamDir'
ERROR: 0:69: Use of undeclared identifier 'neardist'
ERROR: 0:70: Use of undeclared identifier 'lightDir'
ERROR: 0:70: Use of undeclared identifier 'nearest'
ERROR: 0:71: Use of undeclared identifier 'dist'
ERROR: 0:71: Use of undeclared identifier 'lightDir'
ERROR: 0:72: Use of undeclared identifier 'dist'
ERROR: 0:75: Use of undeclared identifier 'lightDir'
ERROR: 0:75: Use of undeclared identifier 'dist'
ERROR: 0:76: Use of undeclared identifier 'lightDir'
ERROR: 0:77: Use of undeclared identifier 'half_vec'
ERROR: 0:78: Use of undeclared identifier 'lightDir'
ERROR: 0:78: Use of undeclared identifier 'attenuation'
ERROR: 0:79: Use of undeclared identifier 'NdotHV'
ERROR: 0:79: Use of undeclared identifier 'attenuation'

ERROR! Unable to create fragment shader!
  Shader in_error!  Disabling GLSL model rendering!
Try updating your drivers, they seem very outdated.

Is this on linux or mac ?

Code: [Select]
FreeSpace 2 Open version: 3.6.17.9465You should use a more recent build from there (http://www.hard-light.net/forums/index.php?topic=83318.0), or, since you don't seem to be on windows, compile one with the patch.
Title: Re: Engine trails missing?
Post by: Strato on August 30, 2013, 11:03:17 am
I'm on a Mac, OS 10.8.4

And how would I compile one with the patch?  http://blueplanet.fsmods.net/BP.patch just brings up code.  Unless I'm supposed to copy it to a file that I have?
Title: Re: Engine trails missing?
Post by: Phantom Hoover on August 30, 2013, 09:04:36 pm
That patch has to be applied to the actual FSO source code (which has grown ever more fragmented since last I used it in January), which you then need to compile yourself. Doing this will require the full suite of OS X dev tools and someone to walk you through their use. This is not really a practical option and the team should absolutely be providing binaries for Mac.
Title: Re: Engine trails missing?
Post by: Strato on August 30, 2013, 10:12:25 pm
I figured it would be something like that; way beyond my computer knowledge and skill.  So is there a work-around or anything I could do in the meantime?  Since I'm on a Mac (please correct me if someone knows different), my graphics drivers are updated along with the OS, and I'm up to date on that.

All other aspects of the mod work fine, and I guess I could just play through it like this if there's no reasonable fix.
Title: Re: Engine trails missing?
Post by: samuraineet on October 07, 2013, 06:30:46 am
Hi, I've got this problem as well.
I think this happens because Blue Planet mod uses newer GLSL features, which aren't supported in current version of OS X.
This can be (temporarily) solved by checking "Disable GLSL (shader) support" in the launcher.
The next version of OS X comes with OpenGL 4, so this problem might go away then.

I haven't read the code, but I guess the logging facility calls glxInfo() function, which doesn't return correct values in OS X.
http://stackoverflow.com/questions/18141327/open-gl-version-2-1-instead-of-3-2-on-os-x-10-8