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Darkplaces - OpenGL shader anomaly?

 
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dayfive



Joined: 10 Nov 2006
Posts: 77

PostPosted: Sun Dec 10, 2006 5:00 am    Post subject: Darkplaces - OpenGL shader anomaly? Reply with quote

Hi Inside3d/Engine Coding,

I recently recompiled Darkplaces for my Linux box after updating to a more recent kernel. Before the update, Darkplaces was running fine and looking nice. Now however, I seem to have encountered a strange anomaly - possibly related to OpenGL 2.0 shaders...

Basically, when I run the game it seems like I'm in the fricking matrix! (it's actually kinda cool) but I can't really see the monsters. I thought it was something I did wrong, except when I do

Code:

r_fullbright 1


It looks somewhat normal again!! Can someone possibly offer any hints as to what might be both the cause and solution to this curious problem? I'd greatly appreciate it!

Here are some screenies:

Vanilla Darkplaces, no special settings


Darkplaces with r_fullbright 1


since there's no ./configure mechanism only a makefile - is there any special way to disable OpenGL 2.0 shaders??

Here's the relevant console output

Code:

 Loading OpenGL driver libGL.so.1
 checking for GLX_ARB_get_proc_address...  not detected
 checking for GLX_SGI_swap_control...  not detected
 checking for OpenGL 1.1.0...  enabled
 GL_VENDOR: Tungsten Graphics, Inc.
 GL_RENDERER: Mesa DRI R200 20060602 AGP 4x NO-TCL
 GL_VERSION: 1.2 (1.3 Mesa 6.5.1)
 GL_EXTENSIONS: GL_ARB_imaging GL_ARB_multitexture GL_ARB_texture_border_clamp GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_transpose_matrix GL_EXT_abgr GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_lod_bias
 GLX_EXTENSIONS: GLX_EXT_visual_info GLX_EXT_visual_rating GLX_EXT_import_context GLX_ARB_multisample
 Checking OpenGL extensions...
 checking for glDrawRangeElements...  enabled
 checking for GL_ARB_multitexture...  enabled
 checking for GL_ARB_texture_env_combine...  enabled
 checking for GL_ARB_texture_env_dot3...  enabled
 checking for GL_EXT_texture3D...  not detected
 checking for GL_ARB_texture_cube_map...  enabled
 checking for GL_EXT_compiled_vertex_array...  not detected
 checking for GL_EXT_texture_edge_clamp...  not detected
 checking for GL_SGIS_texture_edge_clamp...  not detected
 checking for GL_EXT_texture_filter_anisotropic...  not detected
 checking for GL_EXT_stencil_two_side...  not detected
 checking for GL_ARB_shader_objects...  not detected


Thanks in advance for any insight into this
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Sajt



Joined: 16 Oct 2004
Posts: 1026

PostPosted: Sun Dec 10, 2006 5:10 am    Post subject: Reply with quote

r_glsl 0
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dayfive



Joined: 10 Nov 2006
Posts: 77

PostPosted: Mon Dec 11, 2006 2:39 am    Post subject: Reply with quote

Sajt wrote:
r_glsl 0


I tried that just now and it still looks all borked and matrixey

Thanks for the suggestion though!
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Lardarse



Joined: 05 Nov 2005
Posts: 243
Location: Bristol, UK

PostPosted: Mon Dec 11, 2006 6:01 am    Post subject: Reply with quote

You'll likely need gl_combine 0 as well...

At least I think that's what the variable is called. Check the autocomplete for r_ and gl_ first.
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dayfive



Joined: 10 Nov 2006
Posts: 77

PostPosted: Mon Dec 11, 2006 6:49 am    Post subject: Reply with quote

Lardarse wrote:
You'll likely need gl_combine 0 as well...

At least I think that's what the variable is called. Check the autocomplete for r_ and gl_ first.


Thanks! That fixes it. Added these two lines to the autoexec.cfg.

Thanks Lardarse and Sajt
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