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Author Topic: Geoscape - "Could not find GLOWSCALE" error  (Read 1669 times)

Offline Edi

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Geoscape - "Could not find GLOWSCALE" error
« on: May 13, 2010, 05:36:09 pm »
Revision 29887, running on WinXP SP3, Radeon HD4870 with latest drivers.

When GLSL shader postprocessing is enabled, the geoscape goes haywire as per the screenshot.

From ufoconsole.log:

Code: [Select]
Seems I can't upload a file to this item, so I'll post it to the forum instead. With revision 29887, the error messages in ufoconsole.log are somewhat different from the ones in 29838.

Video Initialization:

2010/05/13 17:34:13 ----- console initialization -------
2010/05/13 17:34:13 Console initialized.
2010/05/13 17:34:13 ------- video initialization -------
2010/05/13 17:34:13 SDL version: 1.2.14
2010/05/13 17:34:13 I: desktop depth: 32bpp
2010/05/13 17:34:13 I: video memory: 0
2010/05/13 17:34:13 I: video driver: windib
2010/05/13 17:34:13 I: setting mode 19
2010/05/13 17:34:13 I: set swap control to 0
2010/05/13 17:34:15 I: 1920x1200 (fullscreen: yes)
2010/05/13 17:34:15 I: got 8 bits of stencil
2010/05/13 17:34:15 I: got 24 bits of depth buffer
2010/05/13 17:34:15 I: got double buffer
2010/05/13 17:34:15 I: got 8 bits for red
2010/05/13 17:34:15 I: got 8 bits for green
2010/05/13 17:34:15 I: got 8 bits for blue
2010/05/13 17:34:15 I: got 8 bits for alpha
2010/05/13 17:34:15 I: got 0 multisample buffers
GL_VENDOR: ATI Technologies Inc.2010/05/13 17:34:15 GL_VENDOR: ATI Technologies Inc.2010/05/13 17:34:15 GL_RENDERER: ATI Radeon HD 4800 Series2010/05/13 17:34:15 GL_VERSION: 3.2.9756 Compatibility Profile Context2010/05/13 17:34:15 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_control2010/05/13 17:34:15 2010/05/13 17:34:15 using GL_ARB_texture_compression
2010/05/13 17:34:15 using GL_ARB_texture_non_power_of_two
2010/05/13 17:34:15 using GL_ARB_shading_language_100
2010/05/13 17:34:15 GLSL Version: 1.50
2010/05/13 17:34:15 using GL_ARB_framebuffer_object
2010/05/13 17:34:15 max draw buffers: 8
2010/05/13 17:34:15 max render buffer size: 8192
2010/05/13 17:34:15 max color attachments: 8
2010/05/13 17:34:15 using GL_ARB_draw_buffers
2010/05/13 17:34:15 max supported lights: 8
2010/05/13 17:34:15 max texture units: 8
2010/05/13 17:34:15 max texture coords: 16
2010/05/13 17:34:15 max vertex attributes: 16
2010/05/13 17:34:15 max texture size: detected 8192
2010/05/13 17:34:15 ...but using 2048 as requested
2010/05/13 17:34:15 Using low resolution globe textures as requested.
2010/05/13 17:34:15 SDL_image version 1.2.6
2010/05/13 17:34:16 SDL_ttf version 2.0.9 - we need at least 2.0.7
2010/05/13 17:34:16 ------- sound initialization -------

[snip]

2010/05/13 17:35:05 File 'slot5' successfully loaded from compressed xml savegame.
2010/05/13 17:35:05 music change to karlmacklin_geoscape (from van_theme)
2010/05/13 17:35:05 music change to van_geoscape (from karlmacklin_geoscape)
2010/05/13 17:35:06 R_ProgramVariable: Could not find GLOWSCALE in program geoscape. (D:\UFOAIwin32BUILDenv\MinGW\ufoai\src\client\renderer\r_sphere.c: line 266)
2010/05/13 17:35:08 R_ProgramVariable: Could not find GLOWSCALE in program geoscape. (D:\UFOAIwin32BUILDenv\MinGW\ufoai\src\client\renderer\r_sphere.c: line 266)
2010/05/13 17:35:08 R_ProgramVariable: Could not find GLOWSCALE in program geoscape. (D:\UFOAIwin32BUILDenv\MinGW\ufoai\src\client\renderer\r_sphere.c: line 266)
2010/05/13 17:35:08 R_ProgramVariable: Could not find GLOWSCALE in program geoscape. (D:\UFOAIwin32BUILDenv\MinGW\ufoai\src\client\renderer\r_sphere.c: line 266)
2010/05/13 17:35:08 R_ProgramVariable: Could not find GLOWSCALE in program geoscape. (D:\UFOAIwin32BUILDenv\MinGW\ufoai\src\client\renderer\r_sphere.c: line 266)
2010/05/13 17:35:08 R_ProgramVariable: Could not find GLOWSCALE in program geoscape. (D:\UFOAIwin32BUILDenv\MinGW\ufoai\src\client\renderer\r_sphere.c: line 266)

That same error repeats some tens of thousands of times. Does this merit a new tracker item?


I've posted about this on tracker item 2997463, which also deals with some other geoscape issues, but this may warrant its own item. The problem appears only when postprocessing is enabled, but not if only shaders are on.

However, while we're discussing various shader related issues, the battlescape bug with all models showing black on ATI Radeon cards is still present. Ther tracker item for that is here.

Arisian is aware of the problem, he'll probably look into it.

Offline MCR

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Re: Geoscape - "Could not find GLOWSCALE" error
« Reply #1 on: May 13, 2010, 06:07:27 pm »
Strange, I tested r29895 on a ATI card a moment ago & geoscape is working fine...
You could try some other drivers as the OpenGL implementation of ATI is very buggy & they promise stuff the driver does never bring, I am very YXCYFSDFG!!!%&$& !
& arisian is also for sure...

You can use a tool like OpenGL Viewer to test the OpenGL capabilities of your driver:
http://www.realtech-vr.com/glview/index.html

There are lots of Alpha & Beta drivers leaked to download in various places with extended OpenGL capabilities...
One driver even boasted having full OpenGL 4.0 functionality implemented, but just in theory (nothing visible when rendering OpenGL 3.0+)...

So ATI seems to be going strange ways when delivering advanced hardware with *hit drivers...
btw., I did not find one driver being able to deal with the black model textures problem on the battlescape...

On the other hand, testing the new shaders & improvements in the rendering on a Nvidia GTX-260 is really much fun as the game behaves much more smooth than before & I can feel no slowdowns whatsoever even with upgraded texture-resolutions & using max settings & running the game on 1920x1440 resolution...

So maybe we all should run into the next store to support Nvidia before 2.3 comes out  :D ;) (just joking, arisian will debug this problem also, like he did with all other problems before, but I think he would be glad, if someone could donate a modern ATI-gfx card for him as he has problems reproducing some of the bugs the ATI cards are producing afaik... So if someone has too much money, please send arisian some 5970 or so... [Maybe ATI should do this ?])

Offline Edi

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Re: Geoscape - "Could not find GLOWSCALE" error
« Reply #2 on: May 13, 2010, 10:12:37 pm »
This problem is caused when you enable the shader postprocessing effects and don't restart the game after that. If you first enable, then restart, the geoscape problem vanishes.