@NightFright Re:nvidia
#607 posted by Baker on 2015/04/11 00:02:04
How does the sky look with r_oldwater 0 and r_oldwater 1?
Does the sky look correct with r_oldwater 1?
Does the sky look wrong with r_oldwater 0?
Nightfright
#608 posted by ericw on 2015/04/11 00:48:41
also do you get any issues with "r_oldwater 0" with Fiitzquake 0.85 or Quakespasm?
#609 posted by Baker on 2015/04/11 08:37:10
@ericw -- any oldwater problems in Mark V wouldn't be inherited from Fitz, but something I introduced.
r_oldwater 0 as you no doubt know requires a bit of hand-holding (in the code) because it is ingenious evil render-to-texture trick. Likely, video mode change isn't updating it or I'm clearing (or not clearing) a buffer at the wrong time or not updating the texture at the right time.
Probably a simple oversight on my part.
Source for Beta 2 which is easy to build (compiles out of the box with a key press) for Visual Studio 2008 or CodeBlocks (or Visual Studio 6 with service packs). The WinQuake build does use assembly language for speed and the project files compile those easy.
(The structure of the source is a bit more complex than I prefer, partially due to Nehahra support and Direct3D support.)
#610 posted by Baker on 2015/04/11 08:37:16
@ericw -- any oldwater problems in Mark V wouldn't be inherited from Fitz, but something I introduced.
r_oldwater 0 as you no doubt know requires a bit of hand-holding (in the code) because it is ingenious evil render-to-texture trick. Likely, video mode change isn't updating it or I'm clearing (or not clearing) a buffer at the wrong time or not updating the texture at the right time.
Probably a simple oversight on my part.
Source for Beta 2 which is easy to build (compiles out of the box with a key press) for Visual Studio 2008 or CodeBlocks (or Visual Studio 6 with service packs). The WinQuake build does use assembly language for speed and the project files compile those easy.
(The structure of the source is a bit more complex than I prefer, partially due to Nehahra support and Direct3D support.)
Nvidia GF GTX 770 And New Build
#611 posted by NightFright on 2015/04/11 09:21:35
With the new build (using mark_v.exe), behavior is exactly the same as with the previous version.
Using r_oldwater "1" only fixes liquids and teleporters, but NOT skies. Setting the variable to 0 breaks liquids, too (white surfaces).
Nothing has changed about my hardware setup since post #514, just using newer nvidia driver (v347.52). I have another system with an older nvidia card running on Windows 7 x64 (4GB RAM) which doesn't have show any issues at all, btw.
Config.cfg File
#612 posted by NightFright on 2015/04/11 09:31:58
If it helps, here is my current config.cfg. Maybe there is another variable in it which I might try changing.
Config.cfg (3KB)
#613 posted by Baker on 2015/04/11 09:46:20
I'd bet the farm on this being the graphics driver.
And since you provided the version #, maybe I have a shot in addressing it.
(I've seen DarkPlaces users mention certain driver #s being bad several times. I didn't expect this kind of thing to enter my world of "classic Quake appearance engines" but if this driver # can cause the problem, maybe I can target it. Nvidia used to have the reputation of providing stability and ATI was the shoddy/incompatible vendor. I don't claim to know much about graphics card drivers but things I have read makes it sound like they traded places.)
@NightFright
#614 posted by Baker on 2015/04/11 09:53:16
In the gl version, type gl_clear 1
Does this fix the sky issue?
[The r_oldwater 0 issue is separate deal, I have plan to fix.]
Gl_clear
#615 posted by NightFright on 2015/04/11 11:56:52
Setting this through console unfortunately doesn't have any visible effect, sky on start map still looks like in post #533.
My driver settings in nvidia control panel:
Anisotropic Filtering: Application-controlled
Antialiasing - FXAA: Off
Antialiasing - Setting: Application-controlled
Antialiasiang - Gamma correction: On
Antialiasing Mode: Application-controlled
Antialiasing Transparency: Off
Refresh Rate: Application-controlled
CUDA-GPUs: All
DSR Factors: Off
DSR Smoothing: Off
Triple Buffering: Off
Energy Saving Mode: Adaptive
Max amount of prerendered frames: Use settings of 3D application
Shader cache: On
Texture Filtering: Anisotropic Pattern Optimization: Off
Texture Filtering - Negative LOD Bias: Allow
Texture Filtering Quality: High Quality
Texture Filtering - Trilinear Optimization: On
Threaded Optimization: Auto
SSAO: Off
Vertical Sync: Use settings of 3D application
Prerendered VR frames: 1
My monitor refresh rate is at 120 Hz, if that matters at all.
#616 posted by Baker on 2015/04/11 20:48:07
Mark V Beta 3
r_oldwater 0 issue gone. Was trying to resize warp image buffer before valid screen width/height determined.
One Problem Less!
#617 posted by NightFright on 2015/04/12 00:18:13
Fix confirmed, works. ^^ Now all that's left to do is looking up to the sky!
Btw, before you release the final version, is there any chance to add a menu toggle between gl_nearest_mipmap_linear ("classic") and gl_linear_mipmap_linear ("smooth") texture filtering? Currently, you still need to put this into autoexec.cfg if you prefer the "pixel look".
My pc is saying it's a virus. :D
I just turned off the virus protection to download it. When I turned the virus protection on again the files were deleted.
Windows 8 doesn't like your program there Baker!
If It's A Virus, Then A Good One :P
#620 posted by NightFright on 2015/04/12 00:45:48
I think that's rather an issue with your AV. :P I am using Panda Free AV on Win 8.1 here without issues.
#621 posted by Baker on 2015/04/12 01:51:01
http://quakeone.com/proquake/interims/mark_v_20150410_without_dx8.zip
The DX8 version (but not the GL version and not the WinQuake version)) somehow triggers Microsoft (and only Microsoft's) malware detection as some old Trojan from 2006.
61 other virus scanners say the dx8 version is not malware.
Go figure ...
https://www.virustotal.com/en/url/b4f88f7ed8a4eac7b57dc4804229437d9a8a4de6dbd75e4b80ee6f853f399fcf/analysis/1428796006/
No silly virus warnings.
Looks like the skybox problem (drawing the sky in front of geometry) and the external mp3's not playing bugs are both still not fixed.
Also, had to start from a clean install as something in my config is crashing the program back to desktop...
#623 posted by ericw on 2015/04/12 02:43:58
Water is working now with "r_oldwater 0". I still can't reproduce any problem with the sky. Also tried the config.cfg NightFright posted.
Here is my gl_info:
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce GT 650M/PCIe/SSE2
GL_VERSION: 4.5.0 NVIDIA 347.52
We have the same driver version, so it could be a 6xx series card vs 7xx issue.
#624 posted by Baker on 2015/04/12 02:54:11
external mp3s not playing ... please provide more information.
Note: Mark V doesn't support mp3s playing from inside a pak.
#625 posted by Baker on 2015/04/12 02:56:42
@ericw I see the driver # is same as NightFright's --- so isn't the driver. Hmmm. GeForce 7 series.
#626 posted by Baker on 2015/04/12 06:09:36
Reupdated contents of Beta 3 zip with a interpolation bug fixed for the WinQuake build.
Hardware
#627 posted by NightFright on 2015/04/12 08:03:57
My guess is also that it must be something with the graphics card model. As I wrote above, these builds work fine on an older system with an nvidia card running on the same driver. I doubt it has anything to do with the OS. Also as a reminder: Mark V before 20141010 is still running fine with the Geforce 700 series. So whatever got changed in the meantime is something those cards apparently don't like.
Baker, No More Information To Give On Mp3's
sorry, but mp3's don't play. They're not inside of a pak. I'm sure they used to work once upon a time. To be honest it has been broke in a lot of builds for me, I know I'm not the only person because I talked to Sock about it (it's one of the reasons he uses quakespasm over fitz)
I still use fitz regardless of this but it'd be nice to hear music again.
#629 posted by Spike on 2015/04/12 16:24:54
map start;
r_shadows 1; wait; r_shadows 0
sky is now b0rked, despite switching r_shadows back to 0.
It Requires A Reset To Fix
You can't just switch it off...
You could try vid_reset though?
@Baker
#631 posted by Spike on 2015/04/12 16:55:45
in GL_DrawAliasShadow, change the arguments of the following functions to match the values given here:
eglStencilFunc(GL_EQUAL,0,~0);
eglClearStencil(0);
sky bug now fixed.
actually, that clearstencil call becomes redundant as 0 is the default anyway and nothing else changes it.
also, consider only clearing the stencil buffer once per frame for entity shadows, so that you don't get tripple-whammys with gibs etc.
using ~0 instead of 2 means that the shadows don't glitch until you have (typically) 256 overlaps, rather than merely 3. which is important if you're doing what I just recommended.
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