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Graphics rendering problems with 64bit binary (r131)
Posted: Mon Jul 07, 2008 18:16
by selivanow
I compiled the latest SVN source on Ubuntu/8.04 (gcc 4.2.3) on an AMD X2 4800+. The initial text is garbled and only walls in the game are rendered. No monsters, trees, vials, etc. I am attaching a pic (if someone could tell me how to obtain a screen capture from within the game, I would love to do that, I searched but didn't come up with info for that)
The problem seems to be independent of video chipsets as I had the same issue with both an ATI and NVidia chipset.
PS--
When trying to add an attachment after I click open (in my file browser dialog) the file name does not show up (only a blank field) Clicking "Add attachment" does add it.
Posted: Mon Jul 07, 2008 21:40
by Enjay
You should just be able to hit the printscreen button to take a screenshot. I think screenshots are bound to that by default.
If not, type
bind (key of your choice) screenshot
eg
bind p screenshot
at the console then hit your chosen key to take a screenshot.
Posted: Mon Jul 07, 2008 22:26
by Graf Zahl
Since I neither have a 64 bit OS nor Linux it is very unlikely that this is going to be fixed. Build a 32 bit executable if it is possible.
Posted: Thu Jul 10, 2008 5:22
by Agent ME
I have the same problem, and have some screenshots that I meant to post before. Software rendering works 100% though.
No sprites (such as monsters, pickups, decorations) seem to be rendered at all, no gun sprite, hud data and menus are corrupted. Particles seem to work fine iirc.
Screenshots (and I'm not playing with no monsters)


What's the correct way to build it for 32 bit on a 64 bit system?
Posted: Thu Jul 10, 2008 15:53
by selivanow
I know that it won't be easy for me on Ubuntu x64. I would have to download and compile all of the 32-bit libraries and the n make GZdoom compile with them. It might be possible to make a statically linked binary, although I don't think that FMOD allows (or even provides) statically linked binaries.
I would really love a 64 bit compile....I would love to try this out on my UltraSparc workstation!