[Driver issue]ATI Fog problems (formerly: Blinking lights.)
Moderator: Graf Zahl
- Graf Zahl
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- MartinHowe
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OK, done and these are what I get. I think I got the right coords this time as wellGraf Zahl wrote:1. You switch to the shader-based fog by typing 'gl_useshaders 1' in the console.

OK, how do I do that?Graf Zahl wrote:2. I need a few FPS comparisons between the normal mode and the new one.
Well the last one looks well dodgy. I double checked gl_useshaders was TRUE (in the console) and that I was using the version of GZDoom in the original link (file size 2228224).Graf Zahl wrote:And of course the most important thing: Does it work?.






- Graf Zahl
- GZDoom Developer
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- MartinHowe
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Sure, have funGraf Zahl wrote:It looks like the stuff I did doesn't get activated on your card. Could you post your startup log?

Code: Select all
Log started: Fri Sep 30 12:21:21 2005
adding gzdoom.wad (140 lumps)
adding c:/thissite/idraven/doom1ult/doom.wad (2306 lumps)
adding c:/thissite/ltsd/ltsd.wad (447 lumps)
CPU Speed: 2595.581989 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Pentium(R) 4 CPU 2.60GHz 4 CPU 2.60GHz
Family 15, Model 2, Stepping 7
Features: MMX SSE SSE2
I_InitSound: Initializing FMOD
Setting DirectSound output succeeded
Setting driver 0 succeeded
Initialization succeeded
Using software 3D sound
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: MOBILITY RADEON 7500 DDR x86/SSE2
GL_VERSION: 1.3.1010 WinXP Release
GL_EXTENSIONS: GL_ARB_multitexture GL_EXT_texture_env_add GL_EXT_compiled_vertex_array GL_S3_s3tc GL_ARB_occlusion_query 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_window_pos GL_ATI_envmap_bumpmap GL_ATI_map_object_buffer GL_ATI_texture_env_combine3 GL_ATI_texture_mirror_once GL_ATI_vertex_array_object GL_ATI_vertex_streams GL_ATIX_texture_env_combine3 GL_ATIX_texture_env_route GL_EXT_abgr GL_EXT_bgra 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_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_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
Resolution: 1280 x 1024
Init DOOM refresh subsystem.
2437 textures created
Patch installed
Init miscellaneous info.
Init Playloop state.
Setting up sound.
S_Init
Checking network game status.
player 1 of 1 (1 nodes)
+E4M3 - Logistics Complex
Unknown texture: "670000FF"
This map has an incomplete BSP tree.
J]gl_useshaders
"gl_useshaders" is "true"
- Graf Zahl
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- MartinHowe
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- MartinHowe
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Hey, no problem; you wanted to test some ATI cards and I was happy to help. My computer is just over three years old and with a feeble (by today's standards) Radeon (mobile) 7500, so I'm not surprised there's stuff it can't do. Presumably, GZDoom could default to whatever "plain" ZDoom would do in those circumstances.Graf Zahl wrote:@MartinHowe: Your card doesn't support the necessary extensions so it can't work.
- Graf Zahl
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- Soultaker
- Posts: 219
- Joined: Fri Sep 02, 2005 8:26
- Location: Capping some zombies Gangsta Style.
- Contact:
- Graf Zahl
- GZDoom Developer
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- Contact:
- Soultaker
- Posts: 219
- Joined: Fri Sep 02, 2005 8:26
- Location: Capping some zombies Gangsta Style.
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Here's my log. I started LTSD and warped to E4M4, and then, just in case, I did the "gl_useshaders 1", and still nothing different.
I have an X700, and shaders seem to work with pretty much every other game I play, so it should work here.
Code: Select all
Log started: Sat Oct 01 02:24:13 2005
adding gzdoom.wad (140 lumps)
adding ./doom.wad (2306 lumps)
adding C:/Documents and Settings/My Crap/My Documents/GZDoom/skins/lights.wad (4 lumps)
adding 007ltsd.wad (456 lumps)
CPU Speed: 3000.203304 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Pentium(R) 4 CPU 3.00GHz 4 CPU 3.00GHz
Family 15, Model 4, Stepping 3
Features: MMX SSE SSE2 SSE3
I_InitSound: Initializing FMOD
Setting DirectSound output succeeded
Setting driver 0 succeeded
Initialization succeeded
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: RADEON X700 PRO x86/SSE2
GL_VERSION: 2.0.5014 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
Resolution: 1152 x 864
Init DOOM refresh subsystem.
2438 textures created
Patch installed
Init miscellaneous info.
Init Playloop state.
Setting up sound.
S_Init
Checking network game status.
player 1 of 1 (1 nodes)
Playing demo DEMO1
Cannot play non-ZDoom demos.
(They would go out of sync badly.)
J]map e4m4
+e4m4 - Phobos Island
Linedefs 1543 and 1542 share endpoints.
Linedefs 1547 and 1544 share endpoints.
Linedefs 1549 and 1545 share endpoints.
Linedefs 1551 and 1546 share endpoints.
Linedefs 1556 and 1550 share endpoints.
Linedefs 1559 and 1553 share endpoints.
Linedefs 1561 and 1558 share endpoints.
Linedefs 1562 and 1557 share endpoints.
Linedefs 1564 and 1563 share endpoints.
Linedefs 1567 and 1560 share endpoints.
Linedefs 1569 and 1566 share endpoints.
Linedefs 1573 and 1570 share endpoints.
Sidedef 2379 (linedef 1543) incomplete (Length = 0.000000 of 64.000000)
Sidedef 2380 (linedef 1543) incomplete (Length = 0.000000 of 64.000000)
Sidedef 2387 (linedef 1547) incomplete (Length = 0.000000 of 64.000000)
Sidedef 2388 (linedef 1547) incomplete (Length = 0.000000 of 64.000000)
Sidedef 2391 (linedef 1549) incomplete (Length = 0.000000 of 112.000000)
Sidedef 2392 (linedef 1549) incomplete (Length = 0.000000 of 112.000000)
Sidedef 2395 (linedef 1551) incomplete (Length = 0.000000 of 64.000000)
Sidedef 2396 (linedef 1551) incomplete (Length = 0.000000 of 64.000000)
Sidedef 2405 (linedef 1556) incomplete (Length = 0.000000 of 64.000000)
Sidedef 2406 (linedef 1556) incomplete (Length = 0.000000 of 64.000000)
Sidedef 2411 (linedef 1559) incomplete (Length = 0.000000 of 64.000000)
Sidedef 2412 (linedef 1559) incomplete (Length = 0.000000 of 64.000000)
Sidedef 2415 (linedef 1561) incomplete (Length = 0.000000 of 64.000000)
Sidedef 2416 (linedef 1561) incomplete (Length = 0.000000 of 64.000000)
Sidedef 2417 (linedef 1562) incomplete (Length = 0.000000 of 64.000000)
Sidedef 2418 (linedef 1562) incomplete (Length = 0.000000 of 64.000000)
Sidedef 2421 (linedef 1564) incomplete (Length = 0.000000 of 64.000000)
Sidedef 2422 (linedef 1564) incomplete (Length = 0.000000 of 64.000000)
Sidedef 2427 (linedef 1567) incomplete (Length = 0.000000 of 64.000000)
Sidedef 2428 (linedef 1567) incomplete (Length = 0.000000 of 64.000000)
Sidedef 2431 (linedef 1569) incomplete (Length = 0.000000 of 64.000000)
Sidedef 2432 (linedef 1569) incomplete (Length = 0.000000 of 64.000000)
Sidedef 2438 (linedef 1573) incomplete (Length = 0.000000 of 64.000000)
Sidedef 2439 (linedef 1573) incomplete (Length = 0.000000 of 64.000000)
24 missing segs counted
<-- ----------------------------->
d right, i'm here.
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g is everything here going as planned?
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a everything is going as planned.
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g good. i want this setup ready to act...
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g ...should the sss, or anyone else in sladen
g tries to alter the course of my missiles.
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g ...should the sss, or anyone else in sladen
g tries to alter the course of my missiles.
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a there were reports of an intruder in alogistics.
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g well, the only man they would send on such a gmission...
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g would be jody russell. so step up security.
g i'll go off and do the same.
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d they've not upgraded the main doors,
dthey've still got the old locks on them.
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d they've not upgraded the main doors,
dthey've still got the old locks on them.
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d looks like it's the slimy way in for me.
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-you need a yellow key to open this door
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f gain access to the island through the sewer.
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J]gl_useshaders 1
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact: