Specs:
Intel Core i5 460M @ 2.53GHz
Generic PnP Monitor (1366x768@60Hz)
Intel HD Graphics (ouch)
8.15.10.2622
Problem:
It appears, even after disabling and reenabling them, the brightmaps for sprites, textures, and flats and the shaders / glowing textures don't appear to be working. Last time they worked, it was in 1.7. The mod I mostly use for these things is the Particle Fire Enhancer mod. What other information is needed to help with this?
Update:
Apparently WARP/WARP2 does not work for me, either. Doesn't work in any of the subversions, as well. Worked in 1.7, however. Same with brightmaps / shaders.
[GZDoom_1.8.02] Bug?: Brightmaps & Shaders Not Working
Moderator: Graf Zahl
- PRIMEVAL
- Posts: 4
- Joined: Wed Jan 09, 2013 22:19
[GZDoom_1.8.02] Bug?: Brightmaps & Shaders Not Working
Last edited by PRIMEVAL on Fri Sep 20, 2013 21:48, edited 1 time in total.
- Rachael
- Developer
- Posts: 3651
- Joined: Sat May 13, 2006 10:30
Re: [GZDoom_1.8.02] Bug?: Brightmaps & Shaders Not Working
This is most likely your problem. What is your OpenGL version? You can find it by loading GZDoom with no mods and simply activating the console at the title screen, or by creating a log file. To do this, create a shortcut that executes GZDoom like as follows (be sure to change it to your own folder where you put it):PRIMEVAL wrote:Intel HD Graphics (ouch)
Code: Select all
c:\users\whoever\documents\doom\gzdoom.exe -noautoload +logfile log-test.txt
You will most likely get an output similar to this:
[spoiler]
Code: Select all
Log started: Tue Sep 10 11:16:29 2013
W_Init: Init WADfiles.
adding F:/GZDoom/gzdoom.pk3, 583 lumps
adding F:/Skulltag/doom2.wad, 2919 lumps
I_Init: Setting up machine state.
CPU Speed: 2123 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Core(TM)2 Duo CPU P7450 @ 2.13GHz
Family 6, Model 23, Stepping 10
Features: MMX SSE SSE2 SSE3 SSSE3 SSE4.1
I_InitSound: Initializing FMOD
FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009.
Loaded FMOD version 4.26.36
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.
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: NVIDIA Corporation
GL_RENDERER: GeForce 9400M/integrated/SSE2
GL_VERSION: 3.3.0
GL_SHADING_LANGUAGE_VERSION: 3.30 NVIDIA via Cg compiler
GL_EXTENSIONS: 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_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility 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_robustness 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_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object 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_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 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_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add 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_Cg_shader GL_EXT_depth_bounds_test 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_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 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_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 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_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 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_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_compressed_paletted_texture GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_point_size_array GL_OES_point_sprite GL_OES_rgb8_rgba8 GL_OES_read_format GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
Max. texture units: 32
Max. fragment uniforms: 2048
Max. vertex uniforms: 4096
Max. varying: 60
Max. combined uniforms: 198656
Max. combined uniform blocks: 36
Support for non power 2 textures enabled.
Occlusion query enabled.
Resolution: 1280 x 800
Then, search for GL_VERSION in the output file. If it's not 2.0 or higher, you probably won't have shaders, and that would mean this is probably not a bug.
- PRIMEVAL
- Posts: 4
- Joined: Wed Jan 09, 2013 22:19
Re: [GZDoom_1.8.02] Bug?: Brightmaps & Shaders Not Working
In console (~) it said GL_VERSION 2.1.0
Though, I do love to blame my graphics card for everything.
Though, I do love to blame my graphics card for everything.
- PRIMEVAL
- Posts: 4
- Joined: Wed Jan 09, 2013 22:19
Re: [GZDoom_1.8.02] Bug?: Brightmaps & Shaders Not Working
Also have to point out WARP / WARP2 doesn't seem to work on my compy but it does on another person's.
- Enjay
- Developer
- Posts: 4748
- Joined: Tue Aug 30, 2005 23:19
- Location: Scotland
- Contact:
Re: [GZDoom_1.8.02] Bug?: Brightmaps & Shaders Not Working
It's a long time since I looked at this but, from memory, warping can be done with or without shaders. If your card supports shaders, it should use them automatically but if not, then it should be able to do the non-shader (slightly rougher-looking) method instead. If your card is somewhere between "definitely supports" and "definitely does not support" then you might find a menu option to set shaders manually. I don't have this option because my card definitely supports shaders but you might find it in the OpenGL options somewhere.
- PRIMEVAL
- Posts: 4
- Joined: Wed Jan 09, 2013 22:19
Re: [GZDoom_1.8.02] Bug?: Brightmaps & Shaders Not Working
I know I can use warping without shaders, I'm just saying warping doesn't work for me in this version. My card does support shaders (and brightmaps) but they're not working in this version of GZDoom. All options are enabled, just like my previous versions, but they do not work. At least, I think that's what you're getting at.Enjay wrote:It's a long time since I looked at this but, from memory, warping can be done with or without shaders. If your card supports shaders, it should use them automatically but if not, then it should be able to do the non-shader (slightly rougher-looking) method instead. If your card is somewhere between "definitely supports" and "definitely does not support" then you might find a menu option to set shaders manually. I don't have this option because my card definitely supports shaders but you might find it in the OpenGL options somewhere.