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Author Topic: Black Models on ATI Radeon Cards - Rev 30167  (Read 25492 times)

Offline Edi

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Black Models on ATI Radeon Cards - Rev 30167
« on: May 26, 2010, 09:21:15 pm »
The black models issue on ATI cards is still not squashed, despite being reported as fixed.

I compiled revision 30167 today and I'm still getting black soldiers, aliens, crashed ufo fighters, civilians etc.

Windows XP Pro SP3 with ATI Radeon HD4870 and latest drivers.

Console log of video initilaization:

Code: [Select]
2010/05/26 22:24:58 ----- network initialization -------
2010/05/26 22:24:58 libcurl/7.16.4 zlib/1.2.2 initialized.
2010/05/26 22:24:58 ------ server initialization -------
2010/05/26 22:24:58 added 7 maps to the mapcycle
2010/05/26 22:24:58 ----- console initialization -------
2010/05/26 22:24:58 Console initialized.
2010/05/26 22:24:58 ------- video initialization -------
2010/05/26 22:24:58 SDL version: 1.2.14
2010/05/26 22:24:58 I: desktop depth: 32bpp
2010/05/26 22:24:58 I: video memory: 0
2010/05/26 22:24:58 I: Available resolutions: 1920x1200 1920x1080 1680x1050 1600x1200 1440x900 1400x1050 1360x1024 1360x768 1280x1024 1280x960 1280x800 1280x768 1280x720 1152x864 1024x768 848x480 800x600 720x576 720x480 640x480 (20)
2010/05/26 22:24:58 I: video driver: windib
2010/05/26 22:24:58 I: setting mode 0
2010/05/26 22:24:58 I: set swap control to 0
2010/05/26 22:24:58 I: 1920x1200 (fullscreen: yes)
2010/05/26 22:24:58 I: got 8 bits of stencil
2010/05/26 22:24:58 I: got 24 bits of depth buffer
2010/05/26 22:24:58 I: got double buffer
2010/05/26 22:24:58 I: got 8 bits for red
2010/05/26 22:24:58 I: got 8 bits for green
2010/05/26 22:24:58 I: got 8 bits for blue
2010/05/26 22:24:58 I: got 8 bits for alpha
2010/05/26 22:24:58 I: got 0 multisample buffers
GL_VENDOR: ATI Technologies Inc.2010/05/26 22:24:58 GL_RENDERER: ATI Radeon HD 4800 Series2010/05/26 22:24:58 GL_VERSION: 3.2.9756 Compatibility Profile Context2010/05/26 22:24:58 GL_EXTENSIONS: GL_AMDX_name_gen_delete GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_draw_buffers_blend GL_AMD_performance_monitor GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_vertex_shader_tessellator GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_snorm GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_buffer_object_rgb32 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_explicit_multisample GL_NV_primitive_restart GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control2010/05/26 22:24:58 2010/05/26 22:24:58 using GL_ARB_texture_non_power_of_two
2010/05/26 22:24:58 using GL_ARB_shading_language_100
2010/05/26 22:24:58 GLSL Version: 1.50
2010/05/26 22:24:58 using GL_ARB_framebuffer_object
2010/05/26 22:24:58 max draw buffers: 8
2010/05/26 22:24:58 max render buffer size: 8192
2010/05/26 22:24:58 max color attachments: 8
2010/05/26 22:24:58 using GL_ARB_draw_buffers
2010/05/26 22:24:58 max supported lights: 8
2010/05/26 22:24:58 max texture units: 8
2010/05/26 22:24:58 max texture coords: 16
2010/05/26 22:24:58 max vertex attributes: 16
2010/05/26 22:24:58 max texture size: detected 8192
2010/05/26 22:24:58 Warning: high resolution globe textures requested, but could not be found; falling back to medium resolution globe textures.
2010/05/26 22:24:58 R_LoadProgram: 'world' loaded.
2010/05/26 22:24:58 R_LoadProgram: 'warp' loaded.
2010/05/26 22:24:58 R_LoadProgram: 'geoscape' loaded.
2010/05/26 22:24:58 R_LoadProgram: 'combine2' loaded.
2010/05/26 22:24:58 R_LoadProgram: 'convolve3' loaded.
2010/05/26 22:24:58 R_LoadProgram: 'atmosphere' loaded.
2010/05/26 22:24:58 R_LoadProgram: 'simple_glow' loaded.
2010/05/26 22:24:58 SDL_image version 1.2.6
2010/05/26 22:24:59 SDL_ttf version 2.0.9 - we need at least 2.0.7

One thing did occur to me: Does the fix require a clean compile of all maps to work correctly? I figured that might be the case, if it is related to the lighting issues, as it seems to be from some of the code commentary.

Offline Kemlo

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Re: Black Models on ATI Radeon Cards - Rev 30167
« Reply #1 on: May 26, 2010, 10:07:53 pm »
Compiled 30169 and seeing this still myself.  
Black models only when realtime lighting is enabled.  
Shaders enabled without realtime lighting is fine - however this then leads to a transparent Earth when you get back to the Geoscape.

edit: Using Windows 7 32-bit on AMD PhenomII X3 720 with an ATI 4850 gfx card using Catalyst 10.3 drivers (OK, should probably update them...)
« Last Edit: May 26, 2010, 10:11:37 pm by Kemlo »

Offline Mattn

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Re: Black Models on ATI Radeon Cards - Rev 30167
« Reply #2 on: May 26, 2010, 10:15:15 pm »
please retry with latest rev.

Aesten

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Re: Black Models on ATI Radeon Cards - Rev 30167
« Reply #3 on: May 26, 2010, 10:56:38 pm »
Haven't been able to retry with latest build, largely do to not being able to load into any maps. Most the time it just *blinks* back to the geoscape without anything happening. Or it loads the map then essentially freezes, causing me to have to alt-F4, or use task manager to end task..... but a caveat to that is.... I haven't ever been able to successfully enter a tactical map on my desktop... not quite sure why(usually freezes, today first time did the blink thing). But my laptop can enter tactical. However, I think last build I was using on my laptop was something like 30105 or something like that. But on my laptop, before the attempted patch of rev 30155(I do use ATI on both desktop(4670) and laptop(5870),) depending on zoom level, soldier/alien/ufo textures were either black(zoomed out) or a kind of shimmery, almost TRON like blue(when zoomed in).

Anyway, tomorrow I ought to be able to test a build or two to give more constructive feedback.

Offline Kemlo

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Re: Black Models on ATI Radeon Cards - Rev 30167
« Reply #4 on: May 26, 2010, 11:15:14 pm »
Just tried with 30175 - no luck, still the same problem.
edit: Also updated graphics card drivers, still no luck.
« Last Edit: May 26, 2010, 11:17:13 pm by Kemlo »

Offline Duke

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Re: Black Models on ATI Radeon Cards - Rev 30167
« Reply #5 on: May 27, 2010, 12:28:17 am »
As of r30175, I don't have black models here.
Mine are glowing. See screeny.
Been like that for some 100 revs.

Offline Mattn

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Re: Black Models on ATI Radeon Cards - Rev 30167
« Reply #6 on: May 27, 2010, 07:30:17 am »
duke what is your hardware (graphiccard)?

Aesten

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Re: Black Models on ATI Radeon Cards - Rev 30167
« Reply #7 on: May 27, 2010, 08:16:53 am »
As of r30175, I don't have black models here.
Mine are glowing. See screeny.
Been like that for some 100 revs.


That's what they looked like on mine, but I think they were blue, though I may be mistaken.
The only hardware i've successfully gotten into a tactical map was on a mobility 5870

Offline geever

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Re: Black Models on ATI Radeon Cards - Rev 30167
« Reply #8 on: May 27, 2010, 11:12:21 am »
As of r30175, I don't have black models here.
Mine are glowing. See screeny.
Been like that for some 100 revs.


hehe, your soldiers are burning! :D

-geever

Aesten

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Re: Black Models on ATI Radeon Cards - Rev 30167
« Reply #9 on: May 27, 2010, 02:10:19 pm »
Finally figured out how to get into a tactical map without it freezing. Anyway, my models are a bit wonky, but all I have to do is disable post-processing to fix. I am able to leave the GLSL box ticked.

Offline Edi

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Re: Black Models on ATI Radeon Cards - Rev 30167
« Reply #10 on: May 27, 2010, 08:03:45 pm »
Compiled 30169 and seeing this still myself.  
Black models only when realtime lighting is enabled.  
Shaders enabled without realtime lighting is fine - however this then leads to a transparent Earth when you get back to the Geoscape.

edit: Using Windows 7 32-bit on AMD PhenomII X3 720 with an ATI 4850 gfx card using Catalyst 10.3 drivers (OK, should probably update them...)
Confirmed on Windows XP Pro SP3 Radeon HD4870 (Catalyst Control Center 10.4), UFOAI revision 30181.

With GLSL shaders (and postprocessing) enabled AND realtime lighting enabled, black models on battlescape.

When GLSL shaders OR realtime lighting is turned off, models become normally visible

When realtime lighting is turned off, geoscape is transparent

Thus, it is possible to use realtime lighting as the workaround, because turning it off and on does not require a restart but GLSL shaders do or geoscape gets screwed up.

Offline Mattn

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Re: Black Models on ATI Radeon Cards - Rev 30167
« Reply #11 on: May 27, 2010, 08:34:09 pm »
try r30174 and above

Offline Edi

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Re: Black Models on ATI Radeon Cards - Rev 30167
« Reply #12 on: May 27, 2010, 09:05:54 pm »
try r30174 and above
I've currently got revision 30181 installed and it's behaving as described in my previous post. Having both shaders and realtime lighting on results in black models.

Offline Mattn

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Re: Black Models on ATI Radeon Cards - Rev 30167
« Reply #13 on: May 27, 2010, 10:31:48 pm »
please add this info to the bug tracker item.

Offline Duke

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Re: Black Models on ATI Radeon Cards - Rev 30167
« Reply #14 on: May 27, 2010, 10:49:07 pm »
duke what is your hardware (graphiccard)?
ATI Radeon HD 4650.
Realtime lighting, GLSL shaders and post-processing are the only boxes ticked in the video options.