project-navigation
Personal tools

Author Topic: Missing textures [SOLVED]  (Read 2846 times)

Offline dimath

  • Cannon Fodder
  • **
  • Posts: 2
    • View Profile
Missing textures [SOLVED]
« on: July 02, 2010, 07:18:05 am »
Oh, well. No textures in missions. Attached screenshot.
I compiled game from source.
Version 2.3
OS: Ubuntu 8.10
Any help?

Well, here is the log:
Code: [Select]
---- filesystem initialization -----
Adding game dir: /usr/local/share/ufoai/base
Adding game dir: ./base
Added packfile ./base/0base.pk3 (9 files)
Added packfile ./base/0maps.pk3 (535 files)
Added packfile ./base/0materials.pk3 (45 files)
Added packfile ./base/0media.pk3 (10 files)
Added packfile ./base/0models.pk3 (2015 files)
Added packfile ./base/0pics.pk3 (2114 files)
Added packfile ./base/0shaders.pk3 (26 files)
Added packfile ./base/0snd.pk3 (266 files)
Added packfile ./base/0ufos.pk3 (97 files)
Adding game dir: /home/dimath/.ufoai/2.3/base
using /home/dimath/.ufoai/2.3/base for writing
executing default.cfg
executing config.cfg

----- network initialization -------
libcurl/7.18.2 OpenSSL/0.9.8g zlib/1.2.3.3 libidn/1.8 initialized.

------ server initialization -------
added 7 maps to the mapcycle

----- console initialization -------
Console initialized.

------- video initialization -------
SDL version: 1.2.12
I: desktop depth: 32bpp
I: video memory: 0
I: Available resolutions: 1280x800 1280x768 1280x720 1024x768 800x600 720x480 640x480 640x400 512x384 400x300 320x240 320x200 (12)
I: video driver: x11
I: setting mode 4
I: set swap control to 0
I: 800x600 (fullscreen: no)
I: got 8 bits of stencil
I: got 24 bits of depth buffer
I: got double buffer
I: got 8 bits for red
I: got 8 bits for green
I: got 8 bits for blue
I: got 8 bits for alpha
I: got 0 multisample buffers
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: ATI Mobility Radeon X1400
GL_VERSION: 2.1.8087 Release
GL_EXTENSIONS: GL_AMD_performance_monitor GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_half_float_vertex 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_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map 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_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix 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_EXT_abgr GL_EXT_bgra 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_texture GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_point_parameters 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_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_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_vertex_array GL_KTX_buffer_region GL_NV_blend_square GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_WIN_swap_hint WGL_EXT_swap_control
using GL_ARB_texture_non_power_of_two
using GL_ARB_shading_language_100
GLSL Version: 1.20
using GL_ARB_framebuffer_object
max draw buffers: 4
max render buffer size: 4096
max color attachments: 4
using GL_ARB_draw_buffers
max supported lights: 8
max texture units: 8
max texture coords: 8
max vertex attributes: 16
max texture size: detected 4096
Warning: medium resolution globe textures requested, but could not be found; falling back to low resolution globe textures.
R_LoadShader: world_vs.glsl: Compiler Log:
Vertex shader was successfully compiled to run on hardware.
 ------------------------------
R_LoadShader: world_fs.glsl: Compiler Log:
Fragment shader was successfully compiled to run on hardware.
------------------------------
R_LoadProgram: 'world' loaded.
R_LoadShader: warp_vs.glsl: Compiler Log:
Vertex shader was successfully compiled to run on hardware.
 ------------------------------
R_LoadShader: warp_fs.glsl: Compiler Log:
Fragment shader was successfully compiled to run on hardware.
------------------------------
R_LoadProgram: 'warp' loaded.
R_LoadShader: geoscape_vs.glsl: Compiler Log:
Vertex shader was successfully compiled to run on hardware.
 ------------------------------
R_LoadShader: geoscape_fs.glsl: Compiler Log:
Fragment shader was successfully compiled to run on hardware.
------------------------------
R_LoadProgram: 'geoscape' loaded.
R_LoadShader: combine2_vs.glsl: Compiler Log:
Vertex shader was successfully compiled to run on hardware.
 ------------------------------
R_LoadShader: combine2_fs.glsl: Compiler Log:
Fragment shader was successfully compiled to run on hardware.
------------------------------
R_LoadProgram: 'combine2' loaded.
R_LoadShader: convolve3_vs.glsl: Compiler Log:
Vertex shader was successfully compiled to run on hardware.
 ------------------------------
R_LoadShader: convolve3_fs.glsl: Compiler Log:
Fragment shader was successfully compiled to run on hardware.
------------------------------
R_LoadProgram: 'convolve3' loaded.
R_LoadShader: atmosphere_vs.glsl: Compiler Log:
Vertex shader was successfully compiled to run on hardware.
 ------------------------------
R_LoadShader: atmosphere_fs.glsl: Compiler Log:
Fragment shader was successfully compiled to run on hardware.
------------------------------
R_LoadProgram: 'atmosphere' loaded.
R_LoadShader: simple_glow_vs.glsl: Compiler Log:
Vertex shader was successfully compiled to run on hardware.
 ------------------------------
R_LoadShader: simple_glow_fs.glsl: Compiler Log:
Fragment shader was successfully compiled to run on hardware.
------------------------------
R_LoadProgram: 'simple_glow' loaded.
SDL_image version 1.2.6
SDL_ttf version 2.0.9 - we need at least 2.0.7

------- sound initialization -------
SDL_mixer version: 1.2.8
... requested audio rate: 44100
... driver: 'alsa'
... audio rate: 44100
... audio channels: 2

------- input initialization -------
0 possible joysticks
no joystick found.

----------- parse scripts ----------
50 script files
47 ui script files
Shared Client/Server Info loaded
... 99 items parsed
... 32 damage types parsed
... 80 map definitions parsed
... 29 equipment definitions parsed
... 10 inventory definitions parsed
... 20 team definitions parsed
executing keys.cfg
music change to van_theme (from PsymongN3)
CL_LanguageInit: language settings are stored in configuration: en
...using language: en_ZW.utf8
SDL_ttf version 2.0.9 - we need at least 2.0.7
...registering 10 fonts
134 static models loaded
====== UFO Initialized ======
=============================
Switch grab input off
Change gametype to 'Skirmish mode'
------- Loading game.so -------
LoadLibrary (./base/game.so)
==== InitGame ====
SV_AssembleMap: Sequential map assembly in 24 ms
CM_LoadMap: "-cemetery/cem_ +craft_drop_firebird +g01 +g02 +p12 +p01 +p05 +p01 +g01 +p12 +p02 +d01 +d01 +g02 +d01 +p07 +p13" "-16 -16 0 0 8 0 16 8 0 -16 0 0 -8 0 0 8 16 0 0 0 0 -16 8 0 -8 16 0 8 -16 0 -8 8 0 16 -16 0 16 -8 0 8 8 0 8 0 0 8 -8 0"
Rerouted for RMA in   0.0s
checksum for the map '+cemetery': 745428058
ufo script checksum 2070961926
Created AI player (team 0)
Created AI player (team 7)
-------------------------------------
Connecting to localhost...
connection attempt from loopback connection
added light, ambient=0.476837
Starting the game...
dimath has joined team 1
music change to PsymongO3 (from van_theme)
(player 0) It's team 1's round
dimath has taken control over team 1.

« Last Edit: July 02, 2010, 10:03:02 am by dimath »

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: Missing textures
« Reply #1 on: July 02, 2010, 09:52:29 am »
did you try to disable the glsl shaders?

Offline dimath

  • Cannon Fodder
  • **
  • Posts: 2
    • View Profile
Re: Missing textures
« Reply #2 on: July 02, 2010, 10:02:39 am »
did you try to disable the glsl shaders?

Yep, that helped. Thanks!