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Author Topic: RC4: textures problem  (Read 5860 times)

Offline bullfrog

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RC4: textures problem
« on: July 25, 2006, 10:42:17 pm »
Hi There!
Here is what is happening to me: in the "management" screens (equip aircraft/soldiers, ufopedia) the textures are applied in a completely wrong way (well, at least that seems to be the problem to me... see the pic links at the end).
This problem DOESN'T happen during the tactical missions (but check the pics).
In the ufoconsole.log I can't find anything useful:

Console initialized.

------- sound initialization -------
Using SDL
Soundsystem: SDL.
SDL audio driver is "alsa".
Bits: 16
Frequency: 44100
Samples: 1024
Channels: 2
sound sampling rate: 44100
------------------------------------
------- Loading ref_glx.so -------
LoadLibrary("ref_glx.so"): can't open /etc/ufo.conf - setting search path to .
LoadLibrary("./ref_glx.so")
ref_gl version: GL 0.12
Initializing OpenGL display
...setting mode 6: 1024 768
Using XFree86-VidModeExtension Version 2.2
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: MOBILITY FireGL V3200 Pentium 4 (SSE2) (FireGL) (GNU_ICD)
GL_VERSION: 2.0.5814 (8.25.18)
GL_EXTENSIONS: GL_ARB_multitexture GL_EXT_texture_env_add GL_EXT_compiled_vertex_array GL_S3_s3tc GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_imaging GL_ARB_multisample GL_ARB_occlusion_query GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shader_objects 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_mirrored_repeat GL_ARB_transpose_matrix GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ARB_draw_buffers GL_ATI_draw_buffers GL_ATI_element_array GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_map_object_buffer GL_ATI_separate_stencil GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_ATI_vertex_array_object GL_ATI_vertex_attrib_array_object GL_ATI_vertex_streams GL_ATIX_texture_env_combine3 GL_ATIX_texture_env_route GL_ATIX_vertex_shader_output_point_size GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_polygon_offset GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap 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_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_vertex_array GL_EXT_vertex_shader GL_HP_occlusion_test GL_NV_blend_square GL_NV_occlusion_query GL_NV_texgen_reflection GL_SGI_color_matrix GL_SGIS_generate_mipmap GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays
...enabling GL_EXT_compiled_vertex_array
...using GL_EXT_point_parameters
...using GL_ARB_multitexture
...using GL_EXT_texture_env_combine
...GL_SGIS_multitexture not found
...using GL_ARB_texture_compression
...using GL_EXT_texture_filter_anisotropic [16 max] [ 2 selected]
...using GL_EXT_texture_lod_bias
...using GL_EXT_stencil_wrap
...using GL_EXT_fog_coord
...using GL_ARB_fragment_program
...using GL_ATI_separate_stencil
...max texture size:
......detected 2048
...SDL_ttf inited
------------------------------------
couldn't exec autoexec.cfg
...using language: en_US
Shared Client/Server Info loaded
...precaching 46 menus
Can't find pics/
Can't find pics/menu/buya_ul
Can't find pics/menu/buya_ur
Can't find pics/menu/buya_ll
Can't find pics/menu/buya_lr
====== UFO Initialized ======

Changing to Singleplayer
]developer 1
FindFile: ./base/ufos/menu_singleplayer.ufo
FindFile: ./base/ufos/ptl_weaponsfx.ufo
FindFile: ./base/ufos/fonts.ufo
FindFile: ./base/ufos/inventory.ufo
FindFile: ./base/ufos/weapons_ugv.ufo
FindFile: ./base/ufos/weapons_tachyon.ufo
FindFile: ./base/ufos/menu_campaign.ufo
FindFile: ./base/ufos/seq_intro.ufo
FindFile: ./base/ufos/seq_modelview.ufo
FindFile: ./base/ufos/events.ufo
FindFile: ./base/ufos/medals.ufo
FindFile: ./base/ufos/menu_althud.ufo
FindFile: ./base/ufos/seq_credits.ufo
FindFile: ./base/ufos/menu_transfer.ufo
FindFile: ./base/ufos/weapons_plasma.ufo
FindFile: ./base/ufos/menu_tutorials.ufo
FindFile: ./base/ufos/menu_team.ufo
FindFile: ./base/ufos/ptl_misc.ufo
FindFile: ./base/ufos/weapons.ufo
FindFile: ./base/ufos/menu_ufopedia.ufo
FindFile: ./base/ufos/menu_bases.ufo
FindFile: ./base/ufos/models.ufo
FindFile: ./base/ufos/team_civilians.ufo
FindFile: ./base/ufos/menu_lostwon.ufo
FindFile: ./base/ufos/shaders.ufo
FindFile: ./base/ufos/menu_multiplayer.ufo
FindFile: ./base/ufos/research.ufo
FindFile: ./base/ufos/seq_tutorials.ufo
FindFile: ./base/ufos/menu_nohud.ufo
FindFile: ./base/ufos/team_humans.ufo
FindFile: ./base/ufos/weapons_laser.ufo


release: trunk (RC4)
OS: linux debian unstable (kernel 2.6.16.20)
Video: Ati FIREGL M24 (ati driver 8.26.18)

Here you can see the weirdos...
http://img166.imageshack.us/my.php?image=textures01qz1.jpg
http://img166.imageshack.us/my.php?image=buckshotoe4.jpg

But in missions is ok EXCEPT for the upper left portrait:
http://img109.imageshack.us/my.php?image=ingamefv1.jpg

Hope this will help.

Offline Mattn

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RC4: textures problem
« Reply #1 on: July 25, 2006, 11:25:56 pm »
Seams like every direct drawn model produces this effect for you

we have two functions for the R_DrawModelDirect and R_DrawModelAlias

The alias function seam to work well...  do you have any programming skills? would be cool if you would look at the code and try to fix it. i can't reproduce this and that's why it will be hard for me to fix this.

but maybe it's only your graphic card driver?

Offline Bandobras

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RC4: textures problem
« Reply #2 on: July 26, 2006, 12:25:20 am »
Could you try some wild ideas, like use sdl renderer (./ufo +set vid_ref sdl), use the free ATI driver (easy to swich in the X config file, but does it have 3D?), try original q2, try x-mas demo of UFO:AI, etc.

HaJo

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RC4: textures problem
« Reply #3 on: July 26, 2006, 12:35:48 am »
Is it RC4 already ?

Offline Bandobras

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RC4: textures problem
« Reply #4 on: July 26, 2006, 12:39:39 am »
Only a release candidate for RC4. :D

In other words, SVN trunk.

Offline bullfrog

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RC4: textures problem
« Reply #5 on: July 26, 2006, 10:35:00 pm »
Ok, tried the original quake2 (demo) and, except for cracking audio, the video was just perfect (both glx and sdl). But I guess it uses only the R_DrawAliasModel (or something similar).
Tried the Christmas special Ufo and the textures were wrong like in the trunk version.
The open source ATI driver doesn't support 3D (Mesa Indirect Rendering).

Programming skill?
Sure...

main()
{
   printf("Hello World!");
}

How was that?? ;)
(...and I forgot also the #include <stdio.h> line)

No, seriously... I may try to take a look in the weekend but I don't think I can do much about it! (especially as long as I don't understand the difference between the two functions!)

Offline bullfrog

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RC4: textures problem
« Reply #6 on: July 26, 2006, 10:40:17 pm »
Forgot to say that the only object that has the texture in the right way is the kevlar suit (and I wonder if it's a real 3D object or just a texture as you can't even move it in the ufopedia ;) ).

Offline Mattn

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RC4: textures problem
« Reply #7 on: July 26, 2006, 10:42:52 pm »
it's just an image - no model

Offline noob

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RC4: textures problem
« Reply #8 on: July 27, 2006, 05:09:03 pm »
and where to find rc4 svn prerelease?

Offline Mattn

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RC4: textures problem
« Reply #9 on: July 27, 2006, 06:22:46 pm »
need to be grabbed from svn - see our wiki for more information about that

Offline bullfrog

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RC4: textures problem
« Reply #10 on: July 30, 2006, 12:50:00 am »
Ok, after a whole Saturday trying to understand how things in the gl_mesh.c work, I couldn't find a single reason for the textures to be completely wrong.
As far as I have seen, both the R_DrawModelDirect and R_DrawAliasModel seem doing the same things (except for the latter being a lot more complex, drawing all the stuff for the real ingame rendering). Both use the GL_DrawAliasFrameLerp and the same model/skin but still with the direct drawing the textures are applied in the wrong way.
I tried to use the Mesa Indirect rendering and, at the ludicrous speed of 3 fps, everything was fine so, Mattn, you were right. There is a problem with the ATI closed driver. And would like to know WERE actually the problem arises... with precise information there is some hope they will look into it.

Anyway, with this nice headache i've got in my "study", I'm seeing the game in a different way... after all, having some texture wrong is not THAT bad...  :wink:

Bullfrog