Gzdoom g2.2pre-2123 Textures goes black [BUG]

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mav3rick
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Gzdoom g2.2pre-2123 Textures goes black [BUG]

Post by mav3rick » Sun Sep 11, 2016 0:40

Going to Options > Display options > opengl options > texture options and changing texture filter mode from none to any will make all the textures go to black

Image

to get the textures back just change, the texture format

Btw this seem to happen with texture format RGBA8, but if texture format is anything else but no RGBA8 it will not happen this

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**Video info just in case is only my video the problem**
I_Init: Setting up machine state.
CPU speed: 2275 MHz
CPU Vendor ID: GenuineIntel
  Name: Pentium(R) Dual-Core CPU E5200 @ 2.50GHz
  Family 6, Model 23, Stepping 6
  Features: MMX SSE SSE2 SSE3 SSSE3
I_InitSound: Initializing FMOD
FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009.
Loaded FMOD version 4.44.60
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
DECORATE parsing took 53.43 ms
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
M_Init: Init menus.
P_Init: Init Playloop state.
ParseSBarInfo: Loading default status bar definition.
ParseSBarInfo: Loading custom status bar definition.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
I_InitInput
I_StartupMouse
I_StartupKeyboard
I_StartupXInput
I_StartupRawPS2
I_StartupDirectInputJoystick
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: ATI Radeon HD 2400 PRO
GL_VERSION: 3.3.11672 Core Profile Context (Core profile)
GL_SHADING_LANGUAGE_VERSION: 3.30
GL_EXTENSIONS: GL_AMDX_debug_output GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_sample_positions GL_AMD_shader_stencil_export GL_ARB_ES2_compatibility GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth 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_explicit_attrib_location 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_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression GL_ARB_texture_compression_rgtc 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_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_storage GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced 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_vertex_type_2_10_10_10_rev GL_ARB_viewport_array 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_direct_state_access 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_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_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage 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_copy_image GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier 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_control
Max. texture size: 8192
Max. texture units: 16
Max. varying: 128
Max. uniform block size: 65536
Uniform block alignment: 256
Resolution: 640 x 480

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Rachael
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Re: Gzdoom g2.2pre-2123 Textures goes black [BUG]

Post by Rachael » Sun Sep 11, 2016 0:47

This very likely seems to be a driver issue.

Try starting GZDoom like this:

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gzdoom -glversion 3.0
or

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gzdoom -glversion 2.0
or

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gzdoom -noshaders
and see if any of these work. Please try the top one, first.

Failing all that - your card is a decade old. You really are going to need a newer one, soon - it doesn't have to be cutting edge, but at least don't use something that's 10 years old.
Spoiler: Zen Sarcasm

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mav3rick
Posts: 5
Joined: Thu Aug 25, 2016 16:45

Re: Gzdoom g2.2pre-2123 Textures goes black [BUG]

Post by mav3rick » Sun Sep 11, 2016 16:11

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gzdoom -glversion 3.0
this must be the default since it happen only as i already mentioned

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gzdoom -glversion 2.0
this mode no work at all using texture filter none and RGBA8 result on white screen
Image

and changing from RGBA8 to any other show the texture but weapon sprite and text is all white lines
Image

and if keep fooling around with that things get all crazy
Image

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gzdoom -noshaders
this is the same as 3.0
Eruanna wrote:Failing all that - your card is a decade old. You really are going to need a newer one, soon - it doesn't have to be cutting edge, but at least don't use something that's 10 years old.
Probably, my drives are legacy and there is no more update for that, but all is ok and run fine, the texture problem i just find out by messing around, now if this is only my case, i suppoce this can be a close case :)

ibm5155
Posts: 152
Joined: Tue Oct 25, 2011 13:05

Re: Gzdoom g2.2pre-2123 Textures goes black [BUG]

Post by ibm5155 » Sun Sep 18, 2016 0:35

I had a similar GPU but it was a mobile one, the driver were considered legacy even before the Windows 8 release.
And heck, I couldn't even play left 4 dead 1 under low settings on it D: (But you could play asphalt 8 on medium settings ) or even cs 1.6 when the smoke granade exploded D:::
EDIT:
If you just plan to play gzdoom, you should get an GeForce GT 710, it's quite cheap and even support opengl 4.5 (and I belive even vulkan)
Or some big updrage, some processor with the Intel HD 530 ( I heard it has twice the performance from a Geforce GT 730)

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Graf Zahl
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Re: Gzdoom g2.2pre-2123 Textures goes black [BUG]

Post by Graf Zahl » Thu Sep 22, 2016 8:48

Seeing all those glitches it looks indeed like this driver is somewhat unstable and does not handle certain things very well.

Changing the texture filter mode on legacy hardware is being done by actively changing this setting on the texture and I know from memory that on very old systems this did not work right. GZDoom 1.x deleted all textures in this case, causing a buttload of other problems, so for GZDoom 2.x I rewrote it to use the newly added texture sampler objects.

Of couse, being a GL 3.x feature it's almost inevitable that ATI created a relatively broken implementation at the start, as they always seemed to have done back in the day. I'm sorry that you are stuck on a broken driver, but I have to say, that even if the general performance disadvantage compared to NVidia did not exist, what really bothers me about ATI/AMD is how quick they are to move older hardware into the legacy bin - and if the last released driver happens to be broken, any owner of such hardware is getting screwed. And since I cannot test on this hardware to see what it expects to be different from the norm, I can't fix your problem.

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