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- - By PeterW [gb] Date 2011-05-30 12:29
Okay, it is getting pretty hard to track what configurations exactly have problem with the shader. Could please as many people as possible that have tested the new landscape shader post here?

Information to include:
* Version tested (HG revision! Make sure your build matches the version of Graphics.ocg!)
* Graphics card
* Testing result (Any problems?)

Please also post if it just works correctly. That way we can track when working configurations break - which already happened, it seems. Thanks!
Parent - By PeterW [gb] Date 2011-05-30 12:33
Version: 960012ae7105
GPU: NVIDIA GeForce 8600M GT
Result: All is well.
Parent - - By Sven2 [de] Date 2011-05-30 12:50
Could you attach a screenshot of how it is supposed to look in a standard scenario?
Parent - By PeterW [gb] Date 2011-05-30 12:57
See here. If it gets close enough to this, all the really important stuff is working correctly. That's just tutorial 1, after walking a bit to the right.
Parent - - By PeterW [gb] Date 2011-05-30 13:10 Edited 2011-05-31 23:10
Version: 960012ae7105
GPU: Intel Core i5 (?)
Result: Starts since honoring 3D texture size limits. Landscape only shows occasionally. Scaler doesn't work correctly.
Parent - - By Isilkor Date 2011-05-31 14:00

> GPU: Intel Core i5 (?)


An Intel HD Graphics, HD Graphics 2000 or HD Graphics 3000 then; should support OpenGL 2.1 (or higher) and Unified Shader Model (Shader Model 4.0 in DX terms).
Reply
Parent - - By PeterW [gb] Date 2011-05-31 14:16
How exactly do I check this under Linux anyway? Both glxinfo and lspci did not seem particularly helpful.
Parent - By Günther [de] Date 2011-05-31 15:29 Edited 2011-05-31 15:39
They seem helpful to me:
lspci |grep VGA
02:00.0 VGA compatible controller: ATI Technologies Inc RV730XT [Radeon HD 4670]
glxinfo |grep renderer
OpenGL renderer string: Gallium 0.4 on AMD RV730

and:
lspci|grep VGA
00:02.0 VGA compatible controller: Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller (rev 07)
glxinfo|grep renderer
OpenGL renderer string: Mesa DRI Mobile Intel® GM45 Express Chipset GEM 20100330 DEVELOPMENT
Reply
Parent - By Günther [de] Date 2011-05-31 16:09
My above mentioned Intel GPU also cannot deal with the 3d texture. I suspect it's for the same reason yours cannot:
  int s; glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, &s);
  LogF("   gl: Max 3d texture size is %d", s);
    gl: Max 3d texture size is 256
Reply
Parent - By PeterW [gb] Date 2011-05-31 23:11 Edited 2011-05-31 23:13
Newest patch makes it start, but doesn't really improve things much... This is what I see when I'm lucky.
Parent - - By Maikel Date 2011-05-30 13:11 Edited 2011-06-01 12:29
Version: f26e61fd8ef1
GPU: NVIDIA GeForce Go 7300
Result:
[13:27:28]    gl: texture earth size mismatch (480x480 vs 512x512)!
[13:27:28]    gl: texture brickback size mismatch (100x100 vs 512x512)!
[13:27:28]    gl: texture brick1 size mismatch (100x100 vs 512x512)!
[13:27:28]    gl: texture Snow size mismatch (64x64 vs 512x512)!
[13:27:28]    gl: texture Smooth size mismatch (32x32 vs 512x512)!
[13:27:28]    gl: texture Lava size mismatch (64x64 vs 512x512)!
[13:27:29] Fragment info
[13:27:29] -------------
[13:27:29] 0(83) : error C6013: Only arrays of texcoords may be indexed in this profile, and only with a loop index variable
[13:27:29] 0(85) : error C6013: Only arrays of texcoords may be indexed in this profile, and only with a loop index variable
[13:27:29] Fragment info
[13:27:29] -------------
[13:27:29] 0(84) : error C6013: Only arrays of texcoords may be indexed in this profile, and only with a loop index variable
[13:27:29] 0(86) : error C6013: Only arrays of texcoords may be indexed in this profile, and only with a loop index variable

Landscape actually loads now, but looks a little strange, see attached screenshot.

Update
Parent - By PeterW [gb] Date 2011-05-30 13:12
Okay, that's probably the same initial problem Newton had, solution is coming.
Parent - - By PeterW [gb] Date 2011-06-04 19:00
Yeah, that's Newton problem, take 2. Seems your GPU is rounding badly. At least it seems I can't count on "texture2D(...).r * 255.0" to give me an integer. Might have to sprinkle a lot of "floor" functions around. Maybe the drivers of the working GPUs will be good enough at their job to realize they don't actually need it?
Parent - - By Newton [de] Date 2011-06-05 19:58

>I can't count on "texture2D(...).r * 255.0" to give me an integer.


What about texture2D(...).r * 255 then?
Parent - By PeterW [gb] Date 2011-06-05 22:59
That's a type error. You could say "int(texture2D(...).r) * 255", but that would give you either 0 or 255 ;)
Parent - - By Caesar [de] Date 2011-05-30 15:05
f26e61fd8ef1
nV 9800GTX+
If you enable neither shaders nor the highres landscape, the landscape is going very dark. The objects are fine. If you enable shaders or high res landscape, the objects are going dark like being behind the fow, but the landscape is not. Landscape itself is fine.
Parent - - By PeterW [gb] Date 2011-05-30 16:37
You mean the objects go dark even if they normally shouldn't be behind the FoW? Otherwise that's quite expected - the new landscape rendering just ignores FoW, but objects are still affected.
Parent - By Caesar [de] Date 2011-05-30 22:01
Dunno. I can't see the FoW, so I don't know.
Parent - - By Butterblume Date 2011-05-30 17:03
Version: 7107eb823547
GPU: ATI-Radeon-X300/X550/X1050 Series
Result:
[17:53:26] Creating landscape...
[17:53:28]    gl: texture earth size mismatch (480x480 vs 512x512)!
[17:53:28]    gl: texture brickback size mismatch (100x100 vs 512x512)!
[17:53:28]    gl: texture brick1 size mismatch (100x100 vs 512x512)!
[17:53:28]    gl: texture Snow size mismatch (64x64 vs 512x512)!
[17:53:28]    gl: texture Smooth size mismatch (32x32 vs 512x512)!
[17:53:28]    gl: texture Lava size mismatch (64x64 vs 512x512)!
[17:53:31] Vertex shader was successfully compiled to run on hardware.
[17:53:31] Fragment shader was successfully compiled to run on hardware.
[17:53:32] Fragment shader(s) failed to link,  vertex shader(s) linked.
[17:53:32] Fragment Shader not supported by HW
[17:53:32] FATAL ERROR: [!] Could not initialize landscape shader!
[17:53:32] FATAL ERROR: Landscape error.
Reply
Parent - By PeterW [gb] Date 2011-05-30 19:47
Okay, first card that actually claims that it can, in fact, not run the shader. Hm, too bad it doesn't tell what problem it has exactly.

According to a bit searching on Wikipedia you might only have support for shader model 2.0b - but I see no direct reason why that should keep your driver from producing a working shader. Maybe the "Dependent texture limit" is the problem here? I might try to push the edge case selection into software, that would reduce the texture lookups quite a bit.
Parent - By Luchs [de] Date 2011-05-30 17:16
Version: 960012ae7105
GPU: NVIDIA GeForce GTS 450
Result: All is well. (I suppose)
Parent - By Clonk-Karl [de] Date 2011-05-30 21:34
Version: f26e61fd8ef1
GPU: nvidia 9600GT
Result: Everything seems fine :)
Reply
Parent - - By Ringwaul [ca] Date 2011-05-30 23:24 Edited 2011-05-31 11:34
Version:f26e61fd8ef1
Graphics Card: ATI Radeon HD 3870
Testing Result: Fully working

Log:
15:20:37] Texture table holds 37 entries.
[15:20:39] 25 textures loaded.
[15:20:39] 19 materials loaded.
[15:20:40] Creating landscape...
[15:20:41]    gl: texture coal size mismatch (480x480 vs 512x512)!
[15:20:41]    gl: texture brick1 size mismatch (100x100 vs 512x512)!
[15:20:41]    gl: texture acid size mismatch (100x100 vs 512x512)!
[15:20:41]    gl: texture Smooth size mismatch (64x64 vs 512x512)!
[15:20:41]    gl: texture Lava size mismatch (32x32 vs 512x512)!
[15:20:41] Vertex shader was successfully compiled to run on hardware.
[15:20:41] Fragment shader was successfully compiled to run on hardware.
[15:20:41] Vertex shader(s) linked, fragment shader(s) linked.
Reply
Parent - - By Ringwaul [ca] Date 2011-05-31 11:34 Edited 2011-05-31 11:37
Update: Looks like I was using an old engine with new data. Works now.

However, the borders of materials seem to flicker a lot. I can send you a picture if need be.
Reply
Parent - - By PeterW [gb] Date 2011-05-31 11:46
Great, would have been a *real* puzzler otherwise. And yes, do send pictures. Flickering is something that should not happen.
Parent - - By Ringwaul [ca] Date 2011-05-31 12:18
Reply
Parent - - By PeterW [gb] Date 2011-06-02 12:55
Hm, that first one is an instance of what I had to work around in earlier nVidia drivers. Your drivers are current, I suppose?

The second screenshot actually shows a fundamental problem of the pixel shader on all GPUs: Where a pixel is surrounded by more than two non-matching materials, it will choose one to interpolate towards and stick with into all directions. That looks especially bad for rain pixels, as those almost by definition have sky on one side and earth on the other - so no matter what they go with, it will look wrong.

Fixing that is harder than it might seem. I have a horribly complicated fix for that here, but I'm not sure yet that it is the right solution.
Parent - - By Newton [de] Date 2011-06-05 20:08
Would it be possible to define the behaviour of the interpolation in that case? Because for most cases, for 1-pixel wide lines/pixels one would want that to the top, it interpolates with tunnel/sky and to the bottom it interpolates with a material of higher placement?
Parent - By PeterW [gb] Date 2011-06-05 23:04
Right now I think the priority list is right, left, top, down, then diagonals. See here. Placement checks in the shader would be costly.
Parent - - By PeterW [gb] Date 2011-06-06 11:32

> Your drivers are current, I suppose?


Maybe I should rephrase that: Are your drivers current? Tried updating them? What you're seeing is pretty much a GPU bug.
Parent - By Ringwaul [ca] Date 2011-06-11 13:10
Ah, yeah. I updated them before, but rolled them back after blender started going crazy with the new drivers. Can't remember if they fixed the problem or not. I'll probably check sometime today.
Reply
Parent - By Sven2 [de] Date 2011-05-31 09:58
Rev: (960012ae7105) Use green color channel for scaler ("JPEG" part 2)
Gfx: 2x nVidia GeForce 8800M GTX (laptop)
Settings: 800x600x32bpp, Fullscreen, High-res landsape enabled + shaders enabled
Results: Works fine

[10:55:17] Creating landscape...
[10:55:18]    gl: texture earth size mismatch (480x480 vs 512x512)!
[10:55:18]    gl: texture brickback size mismatch (100x100 vs 512x512)!
[10:55:18]    gl: texture brick1 size mismatch (100x100 vs 512x512)!
[10:55:18]    gl: texture Snow size mismatch (64x64 vs 512x512)!
[10:55:18]    gl: texture Smooth size mismatch (32x32 vs 512x512)!
[10:55:18]    gl: texture Lava size mismatch (64x64 vs 512x512)!
Parent - - By Günther [de] Date 2011-05-31 12:10
48f3afdc92f0

OpenGL renderer string: Gallium 0.4 on AMD RV730
OpenGL version string: 2.1 Mesa 7.11-devel (git-fc48de4)
OpenGL shading language version string: 1.20

[13:05:42]    gl: texture earth size mismatch (480x480 vs 512x512)!
[13:05:42]    gl: texture brickback size mismatch (100x100 vs 512x512)!
[13:05:42]    gl: texture brick1 size mismatch (100x100 vs 512x512)!
[13:05:42]    gl: texture Snow size mismatch (64x64 vs 512x512)!
[13:05:42]    gl: texture Smooth size mismatch (32x32 vs 512x512)!
[13:05:42]    gl: texture Lava size mismatch (64x64 vs 512x512)!
[13:05:43] 0:0(0): error: no matching function for call to `texture2DLod(sampler2D, vec2, float)'

The only problem was a glitch in the loam-bridge display, but I'll blame Newton for that.
Attachment: Screenshot001.jpg - loam bridge glitch (300k)
Reply
Parent - - By Newton [de] Date 2011-05-31 16:58
Why?
Parent - - By Günther [de] Date 2011-05-31 19:04
You were the last to touch the relevant portion (C4Landscape.cpp) of the code. Unfortunately, I can't reproduce it anymore.
Reply
Parent - - By Ringwaul [ca] Date 2011-06-04 22:40
Every time I build a loam-bridge it draws it incorrectly. :(
Reply
Parent - - By Günther [de] Date 2011-06-05 21:22
Can you create a record of that, check that it reproduces the issue when replayed, and attach it somewhere?
Reply
Parent - By Ringwaul [ca] Date 2011-06-06 02:02
Reply
Parent - By B_E [de] Date 2011-05-31 13:00
Version: eda4092454fd
GPU: NVIDIA GeForce GT 240
Result: All is well
Parent - - By Armin [de] Date 2011-05-31 13:32 Edited 2011-06-07 15:49
Version: 13be7bf122e6
GPU: Mobile Intel(R) 4 Series Express Chipset Family (816120 KB)
Result: Error. Scen can't start.

[14:24:50] Erstellung der Landschaft...
[14:24:51]    gl: texture earth size mismatch (480x480 vs 512x512)!
[14:24:51]    gl: texture brickback size mismatch (100x100 vs 512x512)!
[14:24:51]    gl: texture brick1 size mismatch (100x100 vs 512x512)!
[14:24:51]    gl: texture Snow size mismatch (64x64 vs 512x512)!
[14:24:51]    gl: texture Smooth size mismatch (32x32 vs 512x512)!
[14:24:51]    gl: texture Lava size mismatch (64x64 vs 512x512)!
[14:24:51]   gl: Could not load textures (error 1281)
[14:24:51] FATALER FEHLER: [!] Could not initialize landscape textures for rendering!
[14:24:51] FATALER FEHLER: Fehler beim Landschaftsgenerator.
[14:24:52] Spiel deinitialisiert.
[14:24:52] Grafik wird geladen...
[14:24:52] WARNING: Unknown bit name: MenuSelect (in line 367, PlayerControls.txt)
[14:24:54] [Msg] Fehlermeldungen: [!] Could not initialize landscape textures for rendering!|Fehler beim Landschaftsgenerator.

Edit: Newer version with another log.
Version: bc65049a0651
GPU: Mobile Intel(R) 4 Series Express Chipset Family (816120 KB)
Result: I can tart scenarios now. But the errors just changed and the landscape looks extremly strange.

[16:40:39] Erstellung der Landschaft...
[16:40:39]    gl: Material textures too large, GPU only supports 128x128! Cropping might occur!
[16:40:39]    gl: texture water size mismatch (512x512 vs 128x128)!
[16:40:39]    gl: texture tunnel size mismatch (512x512 vs 128x128)!
[16:40:39]    gl: texture sulphur size mismatch (512x512 vs 128x128)!
[16:40:39]    gl: texture snow1 size mismatch (512x512 vs 128x128)!
[16:40:39]    gl: texture sand_rough size mismatch (512x512 vs 128x128)!
[16:40:39]    gl: texture rock_cracked size mismatch (512x512 vs 128x128)!
[16:40:39]    gl: texture rock size mismatch (512x512 vs 128x128)!
[16:40:39]    gl: texture ore size mismatch (512x512 vs 128x128)!
[16:40:39]    gl: texture lava_red size mismatch (512x512 vs 128x128)!
[16:40:39]    gl: texture ice3 size mismatch (512x512 vs 128x128)!
[16:40:39]    gl: texture ice2 size mismatch (512x512 vs 128x128)!
[16:40:39]    gl: texture granite size mismatch (512x512 vs 128x128)!
[16:40:39]    gl: texture gold size mismatch (512x512 vs 128x128)!
[16:40:39]    gl: texture earth_topSoil size mismatch (512x512 vs 128x128)!
[16:40:39]    gl: texture earth_rough size mismatch (512x512 vs 128x128)!
[16:40:39]    gl: texture earth_midSoil size mismatch (512x512 vs 128x128)!
[16:40:39]    gl: texture earth_dry size mismatch (512x512 vs 128x128)!
[16:40:39]    gl: texture earth size mismatch (480x480 vs 128x128)!
[16:40:39]    gl: texture coal size mismatch (512x512 vs 128x128)!
[16:40:39]    gl: texture brickback size mismatch (100x100 vs 128x128)!
[16:40:39]    gl: texture brick1 size mismatch (100x100 vs 128x128)!
[16:40:39]    gl: texture acid size mismatch (512x512 vs 128x128)!
[16:40:39]    gl: texture Snow size mismatch (64x64 vs 128x128)!
[16:40:39]    gl: texture Smooth size mismatch (32x32 vs 128x128)!
[16:40:39]    gl: texture Lava size mismatch (64x64 vs 128x128)!
[16:40:39] No errors.
[16:40:39] No errors.
[16:40:39] No errors.
[16:40:40] Umweltobjekte werden platziert...
Parent - - By PeterW [gb] Date 2011-06-11 12:40
How strange exactly? Can you post a screenshot?
Parent - - By Armin [de] Date 2011-06-11 13:16
Everywhere are black pixels and in every zoom level they are on the same position. Only when I'm zooming out these black pixels are flackering. In the middle there is a line with white pixels and the scaler doesn't take effect.
Parent - - By PeterW [gb] Date 2011-06-11 14:20
Whoa. Hm. Are the textures right?
Parent - - By Armin [de] Date 2011-06-11 14:30
Yes they show all the right material correctly if you mean this.
Parent - - By PeterW [gb] Date 2011-06-11 15:27
What zoom level is that? Does it also appear when you have zoom 1.0 or 2.0?
Parent - - By Armin [de] Date 2011-06-11 15:53 Edited 2011-06-11 15:58
I don't know which it was on the screen but it's everytime the same. Also 1.0, 2.0 and 8.0. Another screen with 2
Parent - - By PeterW [gb] Date 2011-06-11 16:03
So you're saying that the grid doesn't move when you zoom? Does it move when you scroll?

The strange thing is that apparently the scaler does work. Behind that grid, it looks a lot better compared to my Intel graphics.
Parent - - By Armin [de] Date 2011-06-11 16:22 Edited 2011-06-11 17:24
It's like a (fixed/fixiertes) grid when I'm walking through the landscape. As I said when I'm zooming out the pixels are flackering. If I stand and scroll short distances they are flackering little and have a new layout with little changes. (eg there are some more lines without black pixels and so on)
Parent - By PeterW [gb] Date 2011-06-11 17:31
Sounds almost like a driver/GPU bug to me, to be honest...
Parent - By PeterW [gb] Date 2011-05-31 14:26
Version: b15362c44d42
GPU: nVidia Quadro FX 570/PCI/SSE2
Result: Works fine. And my Clonk rolls :-o
Up Topic General / General / HighRes landscape, organised testing
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