[fixed?] Problem with WARP hardware shader + fog

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Shinjanji
Posts: 198
Joined: Sun Nov 06, 2005 16:45
Location: Pennsylvania, USA

[fixed?] Problem with WARP hardware shader + fog

Post by Shinjanji »

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?
Attachments
WarpError.jpg
WarpError.jpg (73.95 KiB) Viewed 1404 times
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Graf Zahl
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Post by Graf Zahl »

ATI + GLSL + fog = known problem. I changed it to use a user defined variable. I hope it helps. If not you are out of luck. I am really sick of constantly having to change my code for ATi's buggy drivers.
Deathlike2
Posts: 233
Joined: Sat Oct 29, 2005 0:40

Post by Deathlike2 »

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
Xtife
Posts: 39
Joined: Wed Nov 02, 2005 23:21

Post by Xtife »

you guys are having problems with ati too? geez
everywhere i go on the net there always a bunch of people who have problems with ati cards

cool effect tho :)
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Psycho Siggi
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Post by Psycho Siggi »

Here's a stab in the dark: maybe it's because ATI cards suck...
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Graf Zahl
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Post by Graf Zahl »

ATi's drivers do for sure...
Deathlike2
Posts: 233
Joined: Sat Oct 29, 2005 0:40

Post by Deathlike2 »

Psycho Siggi wrote:Here's a stab in the dark: maybe it's because ATI cards suck...
When it comes to OpenGL, ATI drivers do clearly suck. But for other things, it's debatable.
SlayeR
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Post by SlayeR »

Yep, ATI cards tend to perform better in D3D than nvidia. Most of the time the difference isn't a whole lot though, so I'd rather have decent drivers than a small performance advantage in modern games.
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Graf Zahl
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Post by Graf Zahl »

... and I'd rather have a card that can play 100% of the games at 95% performance than one that can play 90% of all games at 100% of performance.

Hence no ATI for me - unless they massively improve their drivers.
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Psycho Siggi
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Post by Psycho Siggi »

Before I took the ATI stories with a pinch of salt, most times it was die hard nVidia users who were just bashing the cards they don't want to buy.

But now I think differently. No ATI for me!
Xtife
Posts: 39
Joined: Wed Nov 02, 2005 23:21

Post by Xtife »

i never owned an ati card, and never will

/me hugs his geforce 6600 gt and 4600 :)
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wildweasel
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Post by wildweasel »

The only ATI card I ever owned was a 3D Rage. The drivers did not allow the user to specify specific refresh rates, so often times they were far too high (and actually fried about three monitors).
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