TGEA 1.8 Mac release, 3D rendering failure
by Stephan - viKKing - Bondier · in Torque Game Engine Advanced · 12/17/2008 (3:35 pm) · 18 replies
So far, good work. Reported bugs on my side have been fixed.
I know my computer is below required specs but I can't seem to reach the 3D rendering phase of some missions:
1) Stronghold
2) Barebones
3) TGEDemoAdvanced
T3D, Forge, Content Pack demo 1 and 2 are running extremely well.
Resolution or level of quality doesn't change anything.
Specs from console log:
I know my computer is below required specs but I can't seem to reach the 3D rendering phase of some missions:
1) Stronghold
2) Barebones
3) TGEDemoAdvanced
T3D, Forge, Content Pack demo 1 and 2 are running extremely well.
Resolution or level of quality doesn't change anything.
Specs from console log:
Quote:System & Processor Information:
MacOS version: 10.5.5
CarbonLib version: 1.6.0
Physical RAM: 1536MB
Logical RAM: 2047MB
Unknown Getstalt value for processor type: 0x69353836
platform layer should be changed to use sysctl() instead of Gestalt() .
Unknown Processor, assuming x86 Compatible, 1830 Mhz
FPU detected
Math Init:
Installing Standard C extensions
common/main.cs (30): Unable to find function initDisplayDeviceInfo
Binding server port to default IP
UDP initialized on port 0
Attempting to create GFX device: ATI Radeon X1600 OpenGL Engine
Device created, setting adapter and enumerating modes
Initializing GFXCardProfiler (GL2.0)
o Chipset : 'ATI Technologies Inc.'
o Card : 'ATI Radeon X1600 OpenGL Engine'
o Version : '2.0 ATI-1.5.30'
- Scanning card capabilities...
GFXCardProfiler (GL2.0) - Setting capability 'maxTextureWidth' to 4096.
GFXCardProfiler (GL2.0) - Setting capability 'maxTextureHeight' to 4096.
GFXCardProfiler (GL2.0) - Setting capability 'maxTextureSize' to 4096.
GFXCardProfiler (GL2.0) - Setting capability 'GL::suppVertexBufferObject' to 1.
GFXCardProfiler (GL2.0) - Setting capability 'GL::suppRenderTexture' to 1.
GFXCardProfiler (GL2.0) - Setting capability 'GL::suppRTBlit' to 1.
GFXCardProfiler (GL2.0) - Setting capability 'GL::suppFloatTexture' to 1.
GFXCardProfiler (GL2.0) - Setting capability 'GL::suppMipLodBias' to 1.
GFXCardProfiler (GL2.0) - Setting capability 'GL::suppFragmentShader' to 1.
GFXCardProfiler (GL2.0) - Setting capability 'GL::APPLE::suppFence' to 1.
GFXCardProfiler (GL2.0) - Setting capability 'GL::Workaround::needsExplicitGenerateMipmap' to 0.
GFXCardProfiler (GL2.0) - Setting capability 'GL::Workaround::X1600DepthBufferCopy' to 0.
GFXCardProfiler (GL2.0) - Setting capability 'GL::Workaround::HD2600DepthBufferCopy' to 0.
About the author
Contributor to Dark-Wind: War on Wheels from Sam Redfern.
#2
12/17/2008 (3:44 pm)
Bet it's the water. That's the common factor in the three missions you can't run. Do you get a crash log or anything of that sort?
#3
You got the point Alex, without the waterblock, mission is rendered. :)
12/17/2008 (3:51 pm)
Nope. It just hangs and eventually starts to partially render something (depending of window position) when switching to other applications, but it is really out of control and I have to force quit.You got the point Alex, without the waterblock, mission is rendered. :)
#4
12/17/2008 (3:52 pm)
Probably a driver bug. If I get time I'll look into it and file a bug with Apple.
#5
12/18/2008 (1:25 am)
Same issue here, same Graphic card.
#6
12/18/2008 (8:32 am)
Haven't looked into this yet, but try updating to 10.5.6. I know Apple fixed a couple of issues with their X1600 drivers which I think might be related.
#7
12/18/2008 (2:48 pm)
Quote:Haven't looked into this yet, but try updating to 10.5.6. I know Apple fixed a couple of issues with their X1600 drivers which I think might be related.Upgrading does not fix anything.
#8
12/20/2008 (11:57 pm)
Neither does here :(
#9
Same Graphics card here, and what is this line in my console.log?:
GFXCardProfiler (GL2.0) - Setting capability 'GL::Workaround::X1600DepthBufferCopy' to 0.
12/21/2008 (7:41 am)
Hummm....Same Graphics card here, and what is this line in my console.log?:
GFXCardProfiler (GL2.0) - Setting capability 'GL::Workaround::X1600DepthBufferCopy' to 0.
#10
12/21/2008 (10:47 am)
That line dates back to very early implementations of TGEA on OS X where having glow in the scene without a refractive object, such as water, would result in a complete lockup under Mac OS 10.4.11 with an X1600. The glow implementation has since been changed so it is no longer an issue, and we don't support Mac OS 10.4.11 anyways.
#11
//-------------------------- 1/2/2009 -- 17:58:48 -----
System & Processor Information:
Mac OS Kernel name: Darwin
Mac OS Kernel version: 9.6.0
Physical memory installed: 2048 MB
Addressable user memory: 1357 MB
Installed processor ID: Family 0x426f69ef Type 7 Subtype 4
Installed processor clock frequency: 2222 MHz
Installed/available processor cores: 2
Intel Core 2 Duo/Quad, 2.2 GHz
FPU detected
Math Init:
Installing Standard C extensions
--------- Loading DIRS ---------
--------- Parsing Arguments ---------
common/main.cs (30): Unable to find function initDisplayDeviceInfo
Binding server port to default IP
UDP initialized on port 0
Attempting to create GFX device: ATI Radeon X1600 OpenGL Engine
Device created, setting adapter and enumerating modes
Initializing GFXCardProfiler (GL2.0)
o Chipset : 'ATI Technologies Inc.'
o Card : 'ATI Radeon X1600 OpenGL Engine'
o Version : '2.0 ATI-1.5.36'
- Scanning card capabilities...
GFXCardProfiler (GL2.0) - Setting capability 'maxTextureWidth' to 4096.
GFXCardProfiler (GL2.0) - Setting capability 'maxTextureHeight' to 4096.
GFXCardProfiler (GL2.0) - Setting capability 'maxTextureSize' to 4096.
GFXCardProfiler (GL2.0) - Setting capability 'GL::suppVertexBufferObject' to 1.
GFXCardProfiler (GL2.0) - Setting capability 'GL::suppRenderTexture' to 1.
GFXCardProfiler (GL2.0) - Setting capability 'GL::suppRTBlit' to 1.
GFXCardProfiler (GL2.0) - Setting capability 'GL::suppFloatTexture' to 1.
GFXCardProfiler (GL2.0) - Setting capability 'GL::suppMipLodBias' to 1.
GFXCardProfiler (GL2.0) - Setting capability 'GL::suppFragmentShader' to 1.
GFXCardProfiler (GL2.0) - Setting capability 'GL::APPLE::suppFence' to 1.
GFXCardProfiler (GL2.0) - Setting capability 'GL::Workaround::needsExplicitGenerateMipmap' to 0.
GFXCardProfiler (GL2.0) - Setting capability 'GL::Workaround::X1600DepthBufferCopy' to 0.
GFXCardProfiler (GL2.0) - Setting capability 'GL::Workaround::HD2600DepthBufferCopy' to 0.
01/03/2009 (10:21 pm)
I'm also seeing this problem, same graphics card. I noticed that the physical memory was incorrectly reported as 2gb, though I have 3gb. The log stops at the same place, too. Console.log starts with://-------------------------- 1/2/2009 -- 17:58:48 -----
System & Processor Information:
Mac OS Kernel name: Darwin
Mac OS Kernel version: 9.6.0
Physical memory installed: 2048 MB
Addressable user memory: 1357 MB
Installed processor ID: Family 0x426f69ef Type 7 Subtype 4
Installed processor clock frequency: 2222 MHz
Installed/available processor cores: 2
Intel Core 2 Duo/Quad, 2.2 GHz
FPU detected
Math Init:
Installing Standard C extensions
--------- Loading DIRS ---------
--------- Parsing Arguments ---------
common/main.cs (30): Unable to find function initDisplayDeviceInfo
Binding server port to default IP
UDP initialized on port 0
Attempting to create GFX device: ATI Radeon X1600 OpenGL Engine
Device created, setting adapter and enumerating modes
Initializing GFXCardProfiler (GL2.0)
o Chipset : 'ATI Technologies Inc.'
o Card : 'ATI Radeon X1600 OpenGL Engine'
o Version : '2.0 ATI-1.5.36'
- Scanning card capabilities...
GFXCardProfiler (GL2.0) - Setting capability 'maxTextureWidth' to 4096.
GFXCardProfiler (GL2.0) - Setting capability 'maxTextureHeight' to 4096.
GFXCardProfiler (GL2.0) - Setting capability 'maxTextureSize' to 4096.
GFXCardProfiler (GL2.0) - Setting capability 'GL::suppVertexBufferObject' to 1.
GFXCardProfiler (GL2.0) - Setting capability 'GL::suppRenderTexture' to 1.
GFXCardProfiler (GL2.0) - Setting capability 'GL::suppRTBlit' to 1.
GFXCardProfiler (GL2.0) - Setting capability 'GL::suppFloatTexture' to 1.
GFXCardProfiler (GL2.0) - Setting capability 'GL::suppMipLodBias' to 1.
GFXCardProfiler (GL2.0) - Setting capability 'GL::suppFragmentShader' to 1.
GFXCardProfiler (GL2.0) - Setting capability 'GL::APPLE::suppFence' to 1.
GFXCardProfiler (GL2.0) - Setting capability 'GL::Workaround::needsExplicitGenerateMipmap' to 0.
GFXCardProfiler (GL2.0) - Setting capability 'GL::Workaround::X1600DepthBufferCopy' to 0.
GFXCardProfiler (GL2.0) - Setting capability 'GL::Workaround::HD2600DepthBufferCopy' to 0.
#12
1/2/09 4:49:15 PM kernel The graphics driver has detected a corruption in its command stream.
01/04/2009 (5:31 pm)
If it helps, the following is reported in the system log as soon as the demo attempts to render the mission:1/2/09 4:49:15 PM kernel The graphics driver has detected a corruption in its command stream.
#13
glEnable(GL_TEXTURE_2D)
Error: GL_INVALID_OPERATION
Context: 0x01928a00
kCGLCPGPUFragmentProcessing: GL_TRUE
kCGLCPGPUVertexProcessing: GL_TRUE
kCGLCPCurrentRendererID: 6402 (0x00001902)
Function call stack:
0: 0x14c968f7 in gloGetCGLDispatch in
1: 0x904420be in glEnable in
2: 0x001fff73 in GFXGLTextureObject::bind(unsigned int) const at gfxGLTextureObject.cpp: 117
3: 0x001efb35 in GFXGLDevice::setTextureInternal(unsigned int, GFXTextureObject const*) at gfxGLDevice.cpp: 409
4: 0x001c2e33 in GFXDevice::updateStates(bool) at gfxDevice.cpp: 508
5: 0x001f391c in GFXGLDevice::preDrawPrimitive() at gfxGLDevice.cpp: 286
6: 0x001f0862 in GFXGLDevice::drawPrimitive(GFXPrimitiveType, unsigned int, unsigned int) at gfxGLDevice.cpp: 302
7: 0x0011a80d in ClipMapBlenderCache::doRectUpdate(unsigned int, ClipMap::ClipStackEntry&, RectI const&, RectI const&) at clipMapBlenderCache.cpp: 657
8: 0x00114190 in ClipMap::fillWithTextureData() at clipMap.cpp: 842
9: 0x0049db93 in TerrainBlock::updateOpacity() at terrData.cpp: 2206
10: 0x0049eaee in TerrainBlock::onAdd() at terrData.cpp: 1041
11: 0x001699ed in SimObject::registerObject() at simManager.cpp: 443
12: 0x00477bc8 in NetConnection::loadNextGhostAlwaysObject(bool) at netGhost.cpp: 1070
13: 0x00477f2a in NetConnection::setGhostAlwaysObject(NetObject*, unsigned int) at netGhost.cpp: 1029
14: 0x00478523 in NetConnection::activateGhosting() at netGhost.cpp: 899
15: 0x0001bf40 in cGameConnectionactivateGhosting(GameConnection*, int, char const**) in
16: 0x0001bff8 in cGameConnectionactivateGhostingcaster(SimObject*, int, char const**) in
17: 0x00148b1e in CodeBlock::exec(unsigned int, char const*, Namespace*, unsigned int, char const**, bool, char const*, int) at compiledEval.cpp: 1350
18: 0x00157bcf in Namespace::Entry::execute(int, char const**, ExprEvalState*) at consoleInternal.cpp: 1022
19: 0x0014e149 in Con::execute(int, char const**) at console.cpp: 963
20: 0x00106f0d in RemoteCommandEvent::process(NetConnection*) at net.cpp: 147
21: 0x004755ae in NetConnection::eventReadPacket(BitStream*) at netEvent.cpp: 361
22: 0x0046f4a4 in NetConnection::readPacket(BitStream*) at netConnection.cpp: 679
23: 0x0001ec21 in GameConnection::readPacket(BitStream*) at gameConnection.cpp: 896
24: 0x0046f30b in NetConnection::handlePacket(BitStream*) at netConnection.cpp: 540
25: 0x0017b023 in ConnectionProtocol::processRawPacket(BitStream*) at dnet.cpp: 235
26: 0x0046fff1 in NetConnection::processRawPacket(BitStream*) at netConnection.cpp: 508
27: 0x0046f438 in NetConnection::sendPacket(BitStream*) at netConnection.cpp: 662
28: 0x0046ff91 in NetConnection::checkPacketSend(bool) at netConnection.cpp: 644
29: 0x00479e8a in NetInterface::processClient() at netInterface.cpp: 409
30: 0x001037c2 in processTimeEvent(int) in
31: 0x00104c79 in fastdelegate::FastDelegate1::InvokeStaticFunction(int) const at FastDelegate.h: 1021
32: 0x003ed500 in fastdelegate::FastDelegate1::operator()(int) const at FastDelegate.h: 993
33: 0x003ed53d in Signal::trigger(int) at tSignal.h: 354
34: 0x003ed686 in void Journal::Call, int>(Signal*, void (Signal::*)(int), int) in
35: 0x003ed6d9 in JournaledSignal::trigger(int) at journaledSignal.h: 52
36: 0x003ecfd2 in TimeManager::_updateTime() at platformTimer.cpp: 30
37: 0x000208b3 in fastdelegate::FastDelegate0::operator()() const at FastDelegate.h: 908
38: 0x000208e8 in Signal::trigger() at tSignal.h: 338
39: 0x001aa908 in Process::processEvents() at process.cpp: 53
40: 0x00104265 in StandardMainLoop::doMainLoop() at mainLoop.cpp: 466
41: 0x00401a84 in -[MainLoopTimerHandler fireTimer:] at macMain.mm: 36
42: 0x930ddea7 in _NSFireTimer in
43: 0x90a4cb25 in CFRunLoopRunSpecific in
44: 0x90a4ccd8 in CFRunLoopRunInMode in
45: 0x900d22c0 in RunCurrentEventLoopInMode in
46: 0x900d20d9 in ReceiveNextEventCommon in
47: 0x900d1f4d in BlockUntilNextEventMatchingListInMode in
48: 0x926a0d7d in DPSNextEvent in
49: 0x926a0630 in -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] in
50: 0x9269966b in -[NSApplication run] in
51: 0x926668a4 in NSApplicationMain in
52: 0x00401cb8 in main at macMain.mm: 81
53: 0x00003002 in start in
54: 0x00002f29 in start in
01/05/2009 (9:41 pm)
Here's a stack trace from the OpenGL Profiler:glEnable(GL_TEXTURE_2D)
Error: GL_INVALID_OPERATION
Context: 0x01928a00
kCGLCPGPUFragmentProcessing: GL_TRUE
kCGLCPGPUVertexProcessing: GL_TRUE
kCGLCPCurrentRendererID: 6402 (0x00001902)
Function call stack:
0: 0x14c968f7 in gloGetCGLDispatch in
1: 0x904420be in glEnable in
2: 0x001fff73 in GFXGLTextureObject::bind(unsigned int) const at gfxGLTextureObject.cpp: 117
3: 0x001efb35 in GFXGLDevice::setTextureInternal(unsigned int, GFXTextureObject const*) at gfxGLDevice.cpp: 409
4: 0x001c2e33 in GFXDevice::updateStates(bool) at gfxDevice.cpp: 508
5: 0x001f391c in GFXGLDevice::preDrawPrimitive() at gfxGLDevice.cpp: 286
6: 0x001f0862 in GFXGLDevice::drawPrimitive(GFXPrimitiveType, unsigned int, unsigned int) at gfxGLDevice.cpp: 302
7: 0x0011a80d in ClipMapBlenderCache::doRectUpdate(unsigned int, ClipMap::ClipStackEntry&, RectI const&, RectI const&) at clipMapBlenderCache.cpp: 657
8: 0x00114190 in ClipMap::fillWithTextureData() at clipMap.cpp: 842
9: 0x0049db93 in TerrainBlock::updateOpacity() at terrData.cpp: 2206
10: 0x0049eaee in TerrainBlock::onAdd() at terrData.cpp: 1041
11: 0x001699ed in SimObject::registerObject() at simManager.cpp: 443
12: 0x00477bc8 in NetConnection::loadNextGhostAlwaysObject(bool) at netGhost.cpp: 1070
13: 0x00477f2a in NetConnection::setGhostAlwaysObject(NetObject*, unsigned int) at netGhost.cpp: 1029
14: 0x00478523 in NetConnection::activateGhosting() at netGhost.cpp: 899
15: 0x0001bf40 in cGameConnectionactivateGhosting(GameConnection*, int, char const**) in
16: 0x0001bff8 in cGameConnectionactivateGhostingcaster(SimObject*, int, char const**) in
17: 0x00148b1e in CodeBlock::exec(unsigned int, char const*, Namespace*, unsigned int, char const**, bool, char const*, int) at compiledEval.cpp: 1350
18: 0x00157bcf in Namespace::Entry::execute(int, char const**, ExprEvalState*) at consoleInternal.cpp: 1022
19: 0x0014e149 in Con::execute(int, char const**) at console.cpp: 963
20: 0x00106f0d in RemoteCommandEvent::process(NetConnection*) at net.cpp: 147
21: 0x004755ae in NetConnection::eventReadPacket(BitStream*) at netEvent.cpp: 361
22: 0x0046f4a4 in NetConnection::readPacket(BitStream*) at netConnection.cpp: 679
23: 0x0001ec21 in GameConnection::readPacket(BitStream*) at gameConnection.cpp: 896
24: 0x0046f30b in NetConnection::handlePacket(BitStream*) at netConnection.cpp: 540
25: 0x0017b023 in ConnectionProtocol::processRawPacket(BitStream*) at dnet.cpp: 235
26: 0x0046fff1 in NetConnection::processRawPacket(BitStream*) at netConnection.cpp: 508
27: 0x0046f438 in NetConnection::sendPacket(BitStream*) at netConnection.cpp: 662
28: 0x0046ff91 in NetConnection::checkPacketSend(bool) at netConnection.cpp: 644
29: 0x00479e8a in NetInterface::processClient() at netInterface.cpp: 409
30: 0x001037c2 in processTimeEvent(int) in
31: 0x00104c79 in fastdelegate::FastDelegate1
32: 0x003ed500 in fastdelegate::FastDelegate1
33: 0x003ed53d in Signal
34: 0x003ed686 in void Journal::Call
35: 0x003ed6d9 in JournaledSignal
36: 0x003ecfd2 in TimeManager::_updateTime() at platformTimer.cpp: 30
37: 0x000208b3 in fastdelegate::FastDelegate0
38: 0x000208e8 in Signal
39: 0x001aa908 in Process::processEvents() at process.cpp: 53
40: 0x00104265 in StandardMainLoop::doMainLoop() at mainLoop.cpp: 466
41: 0x00401a84 in -[MainLoopTimerHandler fireTimer:] at macMain.mm: 36
42: 0x930ddea7 in _NSFireTimer in
43: 0x90a4cb25 in CFRunLoopRunSpecific in
44: 0x90a4ccd8 in CFRunLoopRunInMode in
45: 0x900d22c0 in RunCurrentEventLoopInMode in
46: 0x900d20d9 in ReceiveNextEventCommon in
47: 0x900d1f4d in BlockUntilNextEventMatchingListInMode in
48: 0x926a0d7d in DPSNextEvent in
49: 0x926a0630 in -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] in
50: 0x9269966b in -[NSApplication run] in
51: 0x926668a4 in NSApplicationMain in
52: 0x00401cb8 in main at macMain.mm: 81
53: 0x00003002 in start in
54: 0x00002f29 in start in
#14
01/24/2009 (4:44 pm)
Could we get any update on this bug?
#15
01/26/2009 (5:45 pm)
In GFXGLDevice::blitWindowToRT (it's around line 628 in gfxGLDevice.cpp) add an && false to the first if statement.
#16
01/26/2009 (7:05 pm)
Thank you Alex! Looks great!
#17
01/26/2009 (7:33 pm)
Incidentally, that codepath has been completely removed in 1.8.1. Clearly it's causing more trouble than it's worth.
#18
i had gotten around the hang by commenting out the waterblock, but actually seeing water is much better :)
01/26/2009 (7:36 pm)
yes, thank you!i had gotten around the hang by commenting out the waterblock, but actually seeing water is much better :)
Torque Owner Stephan - viKKing - Bondier