[fixed?] Problem with WARP hardware shader + fog
Moderator: Graf Zahl
- Shinjanji
- Posts: 198
- Joined: Sun Nov 06, 2005 16:45
- Location: Pennsylvania, USA
[fixed?] Problem with WARP hardware shader + fog
I dunno if it's just something on my end, but if I have depth fog turned on, the hardware WARP effect goes berserk, distorting the texture improperly, and discontinuously across same-plane polygons. I don't recall this error occuring before, so it may be a problem on my end, but if there is no fog applied to the surface (fullbright or depth fog turned off) then it will display fine.
Using ATI Radeon 9700. Possibly the problem?
Console log:
[spoiler]Log started: Sat Mar 11 23:03:27 2006
adding gzdoom.pk3
adding ../doom2.wad (2919 lumps)
adding D:/Games/Doom/GZDoom/skins/variants.wad (364 lumps)
adding D:/Games/Doom/TEXTUR~2/SJ_TEX~1.WAD (25 lumps)
adding D:/Games/Doom/GZDoom/tempmap.wad (12 lumps)
CPU Speed: 1666.750384 MHz
CPU Vendor ID: AuthenticAMD
Name: AMD Athlon(tm) XP 2000+
Family 6 (7), Model 6, Stepping 2
Features: MMX MMX+ SSE 3DNow! 3DNow!+
I_InitSound: Initializing FMOD
Setting DirectSound output succeeded
Setting driver 0 succeeded
Initialization succeeded
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: RADEON 9700 PRO x86/MMX/3DNow!/SSE
GL_VERSION: 2.0.4955 WinXP Release
GL_EXTENSIONS: GL_ARB_multitexture GL_EXT_texture_env_add GL_EXT_compiled_vertex_array GL_S3_s3tc GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_multisample GL_ARB_occlusion_query GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_border_clamp GL_ARB_texture_compression 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_mirrored_repeat GL_ARB_transpose_matrix GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_element_array GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_map_object_buffer GL_ATI_separate_stencil GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_ATI_vertex_array_object GL_ATI_vertex_attrib_array_object GL_ATI_vertex_streams GL_ATIX_texture_env_combine3 GL_ATIX_texture_env_route GL_ATIX_vertex_shader_output_point_size GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_vertex_array GL_EXT_vertex_shader GL_HP_occlusion_test GL_NV_blend_square GL_NV_occlusion_query GL_NV_texgen_reflection GL_SGI_color_matrix GL_SGIS_generate_mipmap GL_SGIS_multitexture GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_extensions_string WGL_EXT_swap_control
Occlusion query enabled.
Init Shader 'Inverse': Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Init Shader 'Gold': Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Init Shader 'Warp1': Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Init Shader 'Warp1NoFog': Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Init Shader 'Warp2': Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Init Shader 'Warp2NoFog': Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Resolution: 1280 x 960
Init DOOM refresh subsystem.
Init miscellaneous info.
Init Playloop state.
Setting up sound.
S_Init
Checking network game status.
player 1 of 1 (1 nodes)
+MAP01 - Map Zero-One
Init Shader 'Inverse': Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Init Shader 'Gold': Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Init Shader 'Warp1': Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Init Shader 'Warp1NoFog': Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Init Shader 'Warp2': Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Init Shader 'Warp2NoFog': Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.[/spoiler]
Screenshot attached.
Is it a fixable problem, or has ATI gotten me stuck in a corner (again) with this one?
Using ATI Radeon 9700. Possibly the problem?
Console log:
[spoiler]Log started: Sat Mar 11 23:03:27 2006
adding gzdoom.pk3
adding ../doom2.wad (2919 lumps)
adding D:/Games/Doom/GZDoom/skins/variants.wad (364 lumps)
adding D:/Games/Doom/TEXTUR~2/SJ_TEX~1.WAD (25 lumps)
adding D:/Games/Doom/GZDoom/tempmap.wad (12 lumps)
CPU Speed: 1666.750384 MHz
CPU Vendor ID: AuthenticAMD
Name: AMD Athlon(tm) XP 2000+
Family 6 (7), Model 6, Stepping 2
Features: MMX MMX+ SSE 3DNow! 3DNow!+
I_InitSound: Initializing FMOD
Setting DirectSound output succeeded
Setting driver 0 succeeded
Initialization succeeded
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: RADEON 9700 PRO x86/MMX/3DNow!/SSE
GL_VERSION: 2.0.4955 WinXP Release
GL_EXTENSIONS: GL_ARB_multitexture GL_EXT_texture_env_add GL_EXT_compiled_vertex_array GL_S3_s3tc GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_multisample GL_ARB_occlusion_query GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_border_clamp GL_ARB_texture_compression 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_mirrored_repeat GL_ARB_transpose_matrix GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_element_array GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_map_object_buffer GL_ATI_separate_stencil GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_ATI_vertex_array_object GL_ATI_vertex_attrib_array_object GL_ATI_vertex_streams GL_ATIX_texture_env_combine3 GL_ATIX_texture_env_route GL_ATIX_vertex_shader_output_point_size GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_vertex_array GL_EXT_vertex_shader GL_HP_occlusion_test GL_NV_blend_square GL_NV_occlusion_query GL_NV_texgen_reflection GL_SGI_color_matrix GL_SGIS_generate_mipmap GL_SGIS_multitexture GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_extensions_string WGL_EXT_swap_control
Occlusion query enabled.
Init Shader 'Inverse': Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Init Shader 'Gold': Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Init Shader 'Warp1': Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Init Shader 'Warp1NoFog': Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Init Shader 'Warp2': Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Init Shader 'Warp2NoFog': Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Resolution: 1280 x 960
Init DOOM refresh subsystem.
Init miscellaneous info.
Init Playloop state.
Setting up sound.
S_Init
Checking network game status.
player 1 of 1 (1 nodes)
+MAP01 - Map Zero-One
Init Shader 'Inverse': Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Init Shader 'Gold': Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Init Shader 'Warp1': Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Init Shader 'Warp1NoFog': Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Init Shader 'Warp2': Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Init Shader 'Warp2NoFog': Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.[/spoiler]
Screenshot attached.
Is it a fixable problem, or has ATI gotten me stuck in a corner (again) with this one?
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- WarpError.jpg (73.95 KiB) Viewed 1406 times
- Graf Zahl
- GZDoom Developer
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Meh..
I've reported the issue to ATI, however I doubt this will be fixed before the next release cycle. Fog+GLSL with ATI has never really worked.. there is a simple GLSL test that I've been using.. it just renders a simple box with a shader (maybe more than 1, I'm not sure).. and when fog was applied.. there was a black box. That bug was fixed, but currently there is no fog being rendered with the box now.
ATI with modern OpenGL games - performance is comparable..
ATI with legacy OpenGL apps - it's completely horrible
I've reported the issue to ATI, however I doubt this will be fixed before the next release cycle. Fog+GLSL with ATI has never really worked.. there is a simple GLSL test that I've been using.. it just renders a simple box with a shader (maybe more than 1, I'm not sure).. and when fog was applied.. there was a black box. That bug was fixed, but currently there is no fog being rendered with the box now.
ATI with modern OpenGL games - performance is comparable..
ATI with legacy OpenGL apps - it's completely horrible
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- Graf Zahl
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