Horde3D

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PostPosted: 30.07.2009, 02:26 
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Joined: 22.11.2007, 17:05
Posts: 707
Location: Boston, MA
Vurlix wrote:
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
If that bug was located in 2004, I doubt it would still exist - several of Apple's own demos bind multiple buffers, and almost all meaningful OpenGL programs do.

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PostPosted: 31.07.2009, 23:32 
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Joined: 10.09.2006, 15:52
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Hmm, that is a strange problem. I guess we need to try fixing it after Beta4.


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PostPosted: 07.10.2009, 07:41 
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Joined: 03.10.2009, 20:24
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Just wanted to add that I'm also experiencing this issue and I'd be glad to test any fixes on that machine or check into fixing the issue myself if someone could direct me.


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PostPosted: 10.10.2009, 20:48 
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Joined: 10.09.2006, 15:52
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A quick idea: maybe the problem is caused by mixing built-in and generic attributes.

Could someone please test this little hack which replaces gl_Vertex by a custom vertex position attribute.


Attachments:
vattrib_test.patch [3.51 KiB]
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PostPosted: 10.10.2009, 23:43 
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Joined: 19.03.2008, 01:22
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That fixed it! Except debug mode (pressing f7 in samples) doesn't work anymore, it produces a completely white screen instead of displaying debug geometry.


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PostPosted: 11.10.2009, 00:14 
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Joined: 19.03.2008, 01:22
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Some more observations:

there doesn't seem to be any difference between forward and deferred pipelines in chicago sample (i guess that's better than what was produced before i.e corrupt screen)

particle effects don't work anymore (tested the knight sample) even though they worked before this patch (as did debug mode)

terrain sample doesn't display properly (black screen with a few random white dots where the terrain should be).


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PostPosted: 11.10.2009, 01:57 
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Thanks a lot for testing Vurlix! :)

The patch was just a little test to check if the problem is what I suspected. It is clear that particles and terrain don't work. Now that we know the cause for the problems, we can create a clean patch that will work for everything.


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PostPosted: 18.10.2009, 16:27 
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We have a patch now in the SF svn which should fix all issues.
Vurlix, could you please confirm that?


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PostPosted: 18.10.2009, 16:47 
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Joined: 19.03.2008, 01:22
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Great work. Everything works perfectly now. It's really nice to see horde running on mac-nvidia systems again :)

Thanks for looking into this!! :)


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