Horde3D

Next-Generation Graphics Engine
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 Post subject: macosx, svn r134 -> 135
PostPosted: 12.07.2009, 15:39 
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Joined: 19.03.2008, 01:22
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Hey all, I just got back into programming and started digging into horde again. I've found that from revision 135, horde doesn't render properly at all on my intel/nvidia macosx system. The diff between the revisions is quite large so I can't easily pinpoint the problem yet ; maybe one of you might know something about this issue.

Screenies:
svn r134:
Image

svn r135:
Image


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PostPosted: 12.07.2009, 15:59 
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Location: Boston, MA
The latest revision of the community SVN (r238) still seems to work fine on Intel/Intel GMA/Mac.

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PostPosted: 13.07.2009, 15:25 
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I just tested the public branch, and it indeed works. The problem seems to be on the main branch only.


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PostPosted: 13.07.2009, 15:37 
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Vurlix wrote:
I just tested the public branch, and it indeed works. The problem seems to be on the main branch only.
I am not actually sure how the svn repositories are working at the moment. Who is developing in the main branch? All my patches have been going to the community SVN.

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PostPosted: 13.07.2009, 16:04 
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I'm currently quite busy and since marciano has changed a lot, we decided that the editor will be updated to Beta4 and we will skip Beta3. Until the debug geometry is added to the current SF trunk I won't update the CB.


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PostPosted: 13.07.2009, 20:59 
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@swiftcoder
I just commited a patch to the SourceForge SVN containing your changes from the CB. Big thanks for your support!
I hope I haven't forgot something. Is it correct that in the main.cpp of the terrain the path to the contents under Mac OS must have an additional ".." too?

@vurlix
can you test the current head revision from the SourceForge repository again?
Does the log contain any errors?


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PostPosted: 13.07.2009, 21:27 
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Volker wrote:
@swiftcoder
Is it correct that in the main.cpp of the terrain the path to the contents under Mac OS must have an additional ".." too?
Ja, I forgot to update the terrain sample last time I patched. XCode has an unpleasant tendency to produce 'Release' and 'Debug' folders under the platform build directory. I know how to disable that within XCode, but sadly not through CMake...

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PostPosted: 14.07.2009, 04:57 
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Just tried a clean build of main branch r169, same issue.


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PostPosted: 14.07.2009, 06:36 
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... and I guess, there are no errors or warnings in the log file?


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PostPosted: 14.07.2009, 15:24 
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No errors, but some warnings i'm not sure about.

Code:
0.000   Initializing GL2 backend using OpenGL driver '2.0 NVIDIA-1.5.44' by 'NVIDIA Corporation' on 'NVIDIA GeForce 8800 GTS OpenGL Engine'
0.080   Loading resource 'pipelines/forward.pipeline.xml'
0.080   Loading resource 'pipelines/deferred.pipeline.xml'
0.080   Loading resource 'overlays/font.material.xml'
0.080   Loading resource 'overlays/panel.material.xml'
0.080   Loading resource 'overlays/logo.material.xml'
0.080   Loading resource 'materials/light.material.xml'
0.080   Loading resource 'models/platform/platform.scene.xml'
0.080   Loading resource 'models/skybox/skybox.scene.xml'
0.080   Loading resource 'pipelines/globalSettings.material.xml'
0.080   Loading resource 'shaders/overlay.shader'
0.080   ---- C O M P I L I N G  . S H A D E R . shaders/overlay.shader@OVERLAY[0] ----
0.080   Loading resource 'overlays/font.tga'
0.110   Loading resource 'textures/common/white.tga'
0.110   Loading resource 'overlays/logo.tga'
0.110   Loading resource 'shaders/deferredLighting.shader'
0.110   ---- C O M P I L I N G  . S H A D E R . shaders/deferredLighting.shader@COPY_DEPTH[0] ----
0.110   Loading resource 'models/platform/platform.geo'
0.110   Loading resource 'models/platform/stones.material.xml'
0.110   Loading resource 'models/skybox/skybox.geo'
0.110   Loading resource 'models/skybox/skybox.material.xml'
0.110   Loading resource 'textures/ambientMap.dds'
0.110   Loading resource 'shaders/utilityLib/fragDeferredRead.glsl'
0.110   ---- C O M P I L I N G  . S H A D E R . shaders/deferredLighting.shader@AMBIENT[0] ----
0.120   Loading resource 'shaders/utilityLib/fragLighting.glsl'
0.120   ---- C O M P I L I N G  . S H A D E R . shaders/deferredLighting.shader@LIGHTING[0] ----
0.120   Loading resource 'shaders/model.shader'
0.120   Loading resource 'textures/models/layingrock.jpg'
0.160   Loading resource 'textures/models/layingrockBump.tga'
0.160   Loading resource 'shaders/skybox.shader'
0.170   Loading resource 'models/skybox/skybox.dds'
0.170   Loading resource 'shaders/utilityLib/vertCommon.glsl'
0.170   ---- C O M P I L I N G  . S H A D E R . shaders/skybox.shader@AMBIENT[0] ----
0.170   Loading resource 'shaders/utilityLib/vertSkinning.glsl'
0.170   ---- C O M P I L I N G  . S H A D E R . shaders/model.shader@SHADOWMAP[0] ----
0.170   ---- C O M P I L I N G  . S H A D E R . shaders/model.shader@LIGHTING[4] ----
0.180   ---- C O M P I L I N G  . S H A D E R . shaders/model.shader@AMBIENT[4] ----
0.180   Shader resource 'shaders/model.shader': ShaderLog: [Linking]
WARNING: vertex shader writes varying 'pos' which is not active.
WARNING: vertex shader writes varying 'vsPos' which is not active.

0.190   Loading resource 'shaders/utilityLib/fragDeferredWrite.glsl'
0.190   ---- C O M P I L I N G  . S H A D E R . shaders/model.shader@ATTRIBPASS[4] ----
0.200   Shader resource 'shaders/model.shader': ShaderLog: [Linking]
WARNING: vertex shader writes varying 'vsPos' which is not active.

0.200   ---- C O M P I L I N G  . S H A D E R . shaders/skybox.shader@ATTRIBPASS[0] ----
0.200   Loading resource 'models/man/man.scene.xml'
0.200   Loading resource 'animations/man.anim'
0.200   Loading resource 'models/man/man.geo'
0.200   Loading resource 'models/man/civilian1.material.xml'
0.200   ---- C O M P I L I N G  . S H A D E R . shaders/model.shader@ATTRIBPASS[1] ----
0.210   Shader resource 'shaders/model.shader': ShaderLog: [Linking]
WARNING: vertex shader writes varying 'vsPos' which is not active.

0.210   ---- C O M P I L I N G  . S H A D E R . shaders/model.shader@SHADOWMAP[1] ----
0.220   ---- C O M P I L I N G  . S H A D E R . shaders/model.shader@LIGHTING[1] ----
0.230   ---- C O M P I L I N G  . S H A D E R . shaders/model.shader@AMBIENT[1] ----
0.240   Shader resource 'shaders/model.shader': ShaderLog: [Linking]
WARNING: vertex shader writes varying 'pos' which is not active.
WARNING: vertex shader writes varying 'vsPos' which is not active.

0.240   Loading resource 'models/man/civil01.jpg'


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PostPosted: 14.07.2009, 17:20 
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That looks like the usual 'unused varying' warnings the Mac drivers love to spit out.

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PostPosted: 27.07.2009, 02:05 
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Joined: 10.09.2006, 15:52
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There were several changes in the GL code between r134 and r135, mainly replacing deprecated fixed function functionality. It should be relatively easy to track down the problem by systematically trying to undo some of the (not so many) changes in egRenderer.cpp. For doing that it would be the easiest to revert utOpenGL.h/.cpp to rev134, so that all GL functions are still available. Many modifications in egRenderer.cpp can be ignored at first, like changes to the debug view rendering or particles when testing Chicago. So the number of relevant modifications is quite small.

BTW, is this happening with forward and deferred shading? Can be switched with F3.


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PostPosted: 27.07.2009, 02:54 
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Deferred rendering never worked on my osx system, unfortunately. I've been meaning to track down the cause of that as well.


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PostPosted: 30.07.2009, 02:06 
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So I've found the problem, but I'm not sure how to fix it in the current codebase.
In Renderer::drawModels, r134 uses vertex arrays for vertex positions, and 135 does not.
Key lines from r134:

Code:
...

// Enable vertex array
glEnableClientState( GL_VERTEX_ARRAY );

...

glVertexPointer( 3, GL_FLOAT, 0, (char *)0 );

...

// Disable vertex streams
glDisableClientState( GL_VERTEX_ARRAY );
for( uint32 i = 1; i < 8; ++i ) glDisableVertexAttribArray( i );


Something about macosx or the nvidia drivers seems to be causing trouble with buffer objects... That may be the same reason deferred lighting doesn't work on my system.


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PostPosted: 30.07.2009, 02:17 
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I found an old thread on the apple mailing list describing what seems to be the problem: Apparently the nvidia drivers can't work with more than one vertex buffer simultaneously (if I understand correctly).

http://lists.apple.com/archives/mac-ope ... 00111.html


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