Gzdoom does not work
Moderator: Graf Zahl
- Graf Zahl
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Re: Gzdoom does not work
What does that mean in clear English? Intel GMA or Intel HD?
I also have a Mac with a HD3000, so I can occasionally test on that (even though it is slow as hell - I truly wonder how some people can play on the old GMAs, they should show issues even with vanilla maps...)
I also have a Mac with a HD3000, so I can occasionally test on that (even though it is slow as hell - I truly wonder how some people can play on the old GMAs, they should show issues even with vanilla maps...)
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Re: Gzdoom does not work
It should be Intel HD (well, it works fine with vanilla maps), but cannot confirm because the Ubuntu system info doesn't tell me.See the glxinfo I attached in the spoilers:
Spoiler: glxinfo
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Re: Gzdoom does not work
It's GL 3.0, so it must be at least Intel HD 3000.
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Re: Gzdoom does not work
Tested 9d71c91 on Mobility Radeon HD4330. Works fine out of the box except infamous chainsaw sprite and minor issue on edges of sprites in menu:
The same notebook has some ancient Intel GPU, most likely GMA X4500HD. Unfortunately I got R_OPENGL: Unable to create an OpenGL 3.x render context error on it, the first one from win32gliface.cpp at line 814.
Interestingly, all sprites except that chainsaw seem to be rendered correctly.The same notebook has some ancient Intel GPU, most likely GMA X4500HD. Unfortunately I got R_OPENGL: Unable to create an OpenGL 3.x render context error on it, the first one from win32gliface.cpp at line 814.
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Re: Gzdoom does not work
I think bringing GZDoom 2.x to OS X will take some time, i.e. to make it fully OpenGL 2.0 compatible.
Could you please give me the command line for gl_load.* generation? I need to add a few minor things to it.
Also it will be nice to generate these files using the latest version as it doesn't throw thousands of warnings and uses the modern way load function pointers on OS X. I used it on g1.x branch.
Could you please give me the command line for gl_load.* generation? I need to add a few minor things to it.
Also it will be nice to generate these files using the latest version as it doesn't throw thousands of warnings and uses the modern way load function pointers on OS X. I used it on g1.x branch.
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Re: Gzdoom does not work
I don't have the command line available. I built a header for 3.3 with the following extensions:
ARB_texture_compression
EXT_texture_compression_s3tc
ARB_buffer_storage
ARB_shader_storage_buffer_object
EXT_texture_sRGB
EXT_texture_filter_anisotropic
EXT_framebuffer_object
Regarding that ATI card, this is not good. It seems that various things are not working there, that are a requirement for GZDoom 2.x. Is what you have really the latest driver for it? It should have a GL 3.3 capable one, if I can believe the info on the web. But you can do another test and start the engine with '-noshader'. Maybe that makes it behave a bit better.
ARB_texture_compression
EXT_texture_compression_s3tc
ARB_buffer_storage
ARB_shader_storage_buffer_object
EXT_texture_sRGB
EXT_texture_filter_anisotropic
EXT_framebuffer_object
Regarding that ATI card, this is not good. It seems that various things are not working there, that are a requirement for GZDoom 2.x. Is what you have really the latest driver for it? It should have a GL 3.3 capable one, if I can believe the info on the web. But you can do another test and start the engine with '-noshader'. Maybe that makes it behave a bit better.
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Re: Gzdoom does not work
Yes, this is the latest driver from the vendor. Drivers package from ATI/AMD didn't install/update it either. So it's barely working OpenGL 3.1 only.Graf Zahl wrote:Regarding that ATI card, this is not good. It seems that various things are not working there, that are a requirement for GZDoom 2.x. Is what you have really the latest driver for it? It should have a GL 3.3 capable one, if I can believe the info on the web. But you can do another test and start the engine with '-noshader'. Maybe that makes it behave a bit better.
This is on Windows 7 by the way. Maybe I will install Windows 10 on different partition soon. I am curios about drivers that come from Windows Update.
About GLLoadGen: is it OK to use the latest version? It may introduce lots of changes in generated files. If not, please tell me the version you are using.
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Re: Gzdoom does not work
Of course you can upgrade glLoadGen. It doesn't matter if the generated files are changed as long as the thing still compiles. I saw no need to upgrade because it works without problems on Windows.
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Re: Gzdoom does not work
At the moment the latest version (2b710ec to be precise) works fine on mobile ATI 4330 with exception of already mentioned issue with edges of menu font.
Also I'm working on GZDoom 2.x for OS X. The current progress is in this branch.
So far there are some problems with the shaders. I was able to launch the game successfully only with -noshader switch. Otherwise it's just a black screen: the game is running but doesn't render anything to the screen.
I'm trying to figure out what I'm missing.
Also I'm working on GZDoom 2.x for OS X. The current progress is in this branch.
So far there are some problems with the shaders. I was able to launch the game successfully only with -noshader switch. Otherwise it's just a black screen: the game is running but doesn't render anything to the screen.
I'm trying to figure out what I'm missing.
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Re: Gzdoom does not work
Do you have any instructions how to set this up for compilation on a Mac? I have one here, although with a pitiful Intel HD3000 chipset. So it should be capable of running it, but slooooowwwww...
About the ATI 4330, this looks like a problem with texture wrapping. I remember that you had a problem with ARB_sampler_objects not being supported, and I added some workaround code for that. So there's two possibilities: The workaround does not work or the driver has a problem with changing a texture's wrapping mode retroactively. As long as it's only this single outdated driver I wouldn't lose much sleep about it, as you said it's not even the latest official ATI driver for that graphics hardware, so most users having similar hardware should be on a fully GL 3.3 compliant driver which does support the sampler_objects extension which became core at 3.2 or 3.3.
About the ATI 4330, this looks like a problem with texture wrapping. I remember that you had a problem with ARB_sampler_objects not being supported, and I added some workaround code for that. So there's two possibilities: The workaround does not work or the driver has a problem with changing a texture's wrapping mode retroactively. As long as it's only this single outdated driver I wouldn't lose much sleep about it, as you said it's not even the latest official ATI driver for that graphics hardware, so most users having similar hardware should be on a fully GL 3.3 compliant driver which does support the sampler_objects extension which became core at 3.2 or 3.3.
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Re: Gzdoom does not work
One other thing, maybe you can help me with that:
Since GLSL 1.2 does not support GL_CLIP_DISTANCEx I was trying to replace it with GL_CLIP_PLANEx, but I am having some problems with the math, the clip plane must be specified as a plane equation in eye space, but all the explanations of how this works are so sparse and obtuse that I haven't found a way yet to do this. Getting the plane equations in world space is no issue, but how to transform them...
Since GLSL 1.2 does not support GL_CLIP_DISTANCEx I was trying to replace it with GL_CLIP_PLANEx, but I am having some problems with the math, the clip plane must be specified as a plane equation in eye space, but all the explanations of how this works are so sparse and obtuse that I haven't found a way yet to do this. Getting the plane equations in world space is no issue, but how to transform them...
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Re: Gzdoom does not work
It's pretty simple if sound isn't required. You need Xcode (from AppStore or from development site) and CMake. Clone the repository, run CMake GUI to generate Xcode project. Open it and build. That's all.Graf Zahl wrote:Do you have any instructions how to set this up for compilation on a Mac? I have one here, although with a pitiful Intel HD3000 chipset. So it should be capable of running it, but slooooowwwww...
Because of C++14 requirements you need recent Xcode (like 7.x, I didn't try with older versions) and modern OS X (10.10 or 10.11).
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Re: Gzdoom does not work
Ok, except for CMake I'm all set up for this, I need that computer for iOS development. Sound I don't need, it has no speakers attached anyway.
Having checked your repo, wouldn't you think it makes sense to just merge it back upstream and continue working there? Almost all the differences I spotted were either unsaved changes on my side or pose no compatibility issues on other platforms. I just copied over several of the fixes you made to compile it with GLSL 1.2. (Too bad that on modern hardware NVidia's driver is so lax, it didn't even spot half the problems with the syntax...
)
Having checked your repo, wouldn't you think it makes sense to just merge it back upstream and continue working there? Almost all the differences I spotted were either unsaved changes on my side or pose no compatibility issues on other platforms. I just copied over several of the fixes you made to compile it with GLSL 1.2. (Too bad that on modern hardware NVidia's driver is so lax, it didn't even spot half the problems with the syntax...

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Re: Gzdoom does not work
I switched to GZDoom's master branch (at this commit) and built a version on Linux VM. Dispite bunch of usual bugs in Virtual Box OpenGL driver it works OK. But the same problem with font texture wrapping is there.
As for OS X version most likely I broke frame buffer setup somehow, commenting out so called render target and starting windowed solves the black screen. The texture wrapping issue is still there too.
As for OS X version most likely I broke frame buffer setup somehow, commenting out so called render target and starting windowed solves the black screen. The texture wrapping issue is still there too.
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Re: Gzdoom does not work
Ok. That sounds like the method is not working in general.
But one other question: For testing I disabled glGetStringi to see if the init code works with that. Turned out I got my first crash in gl_load itself, if it can't find that function it just aborted. So how were you hable to start it on OSX then?
But one other question: For testing I disabled glGetStringi to see if the init code works with that. Turned out I got my first crash in gl_load itself, if it can't find that function it just aborted. So how were you hable to start it on OSX then?