No textures on Mac T3D 1.0.1
by Mat Valadez · in Torque 3D Professional · 02/12/2011 (8:32 pm) · 5 replies
Steps to reproduce:
Unzip Torque_3D_2009_SDK_1_0_1_Mac
Run FPS Example
Click Play, select DeathBall Desert
Game runs OK, no crashes or anything, but none of the textures loads. The scene is mostly dark with some weird colors on the buildings.
Here's the console.log
Computer info:
Model Name: MacBook
Model Identifier: MacBook2,1
Processor Name: Intel Core 2 Duo
Processor Speed: 2.16 GHz
Number Of Processors: 1
Total Number Of Cores: 2
L2 Cache: 4 MB
Memory: 1.5 GB
Bus Speed: 667 MHz
RAM 1.5 GBs
Unzip Torque_3D_2009_SDK_1_0_1_Mac
Run FPS Example
Click Play, select DeathBall Desert
Game runs OK, no crashes or anything, but none of the textures loads. The scene is mostly dark with some weird colors on the buildings.
Here's the console.log
Computer info:
Model Name: MacBook
Model Identifier: MacBook2,1
Processor Name: Intel Core 2 Duo
Processor Speed: 2.16 GHz
Number Of Processors: 1
Total Number Of Cores: 2
L2 Cache: 4 MB
Memory: 1.5 GB
Bus Speed: 667 MHz
RAM 1.5 GBs
//-------------------------- 2/12/2011 -- 20:29:59 -----
System & Processor Information:
OSX Version: 10.6.6
Mac OS Kernel name: Darwin
Mac OS Kernel version: 10.6.0
Physical memory installed: 1536 MB
Addressable user memory: 1334 MB
Installed processor ID: Family 0x426f69ef Type 7 Subtype 4
Installed processor clock frequency: 2160 MHz
Installed/available processor cores: 2
Intel Core 2 Duo, 2.16 GHz
MMX detected
SSE detected
SSE2 detected
SSE3 detected
Math Init:
Installing Standard C extensions
Installing SSE extensions
SFXFMODProvider - Could not locate libfmodex.dylib - FMod not available.
--------- Loading DIRS ---------
--------- Parsing Arguments ---------
Binding server port to default IP
UDP initialized on port 0
Attempting to create GFX device: Intel GMA 950 OpenGL Engine
Device created, setting adapter and enumerating modes
Initializing GFXCardProfiler (GL1.4)
o Chipset : 'Intel Inc.'
o Card : 'Intel GMA 950 OpenGL Engine'
o Version : '1.4 APPLE-1.6.26'
- Scanning card capabilities...
GFXCardProfiler (GL1.4) - Setting capability 'maxTextureWidth' to 2048.
GFXCardProfiler (GL1.4) - Setting capability 'maxTextureHeight' to 2048.
GFXCardProfiler (GL1.4) - Setting capability 'maxTextureSize' to 2048.
GFXCardProfiler (GL1.4) - Setting capability 'GL::suppVertexBufferObject' to 1.
GFXCardProfiler (GL1.4) - Setting capability 'GL::suppRenderTexture' to 1.
GFXCardProfiler (GL1.4) - Setting capability 'GL::suppRTBlit' to 0.
GFXCardProfiler (GL1.4) - Setting capability 'GL::suppFloatTexture' to 0.
GFXCardProfiler (GL1.4) - Setting capability 'GL::suppAnisotropic' to 1.
GFXCardProfiler (GL1.4) - Setting capability 'GL::suppMipLodBias' to 1.
GFXCardProfiler (GL1.4) - Setting capability 'GL::suppFragmentShader' to 1.
GFXCardProfiler (GL1.4) - Setting capability 'GL::APPLE::suppFence' to 1.
GFXCardProfiler (GL1.4) - Setting capability 'GL::Workaround::needsExplicitGenerateMipmap' to 0.
GFXCardProfiler (GL1.4) - Setting capability 'GL::Workaround::X1600DepthBufferCopy' to 0.
GFXCardProfiler (GL1.4) - Setting capability 'GL::Workaround::HD2600DepthBufferCopy' to 0.
GFXCardProfiler (GL1.4) - Setting capability 'GL::Workaround::noManualMips' to 0.
- Loading card profiles...
- No card profile core/profile/GL14.cs exists
- No card profile core/profile/GL14.IntelInc.cs exists
- No card profile core/profile/GL14.IntelInc.IntelGMA950OpenGLEngine.cs exists
- No card profile core/profile/GL14.IntelInc.IntelGMA950OpenGLEngine.14APPLE1626.cs exists
Texture Manager
- Approx. Available VRAM: 64.00 MB
- Threshold VRAM: 64 MB
- Quality mode: low
% - Initialized Core
--------- Initializing Directory: scripts ---------
sfxStartup...
SFXSystem::createDevice - created OpenAL device 'Built-in Output'
Provider: OpenAL
Device: Built-in Output
Hardware: No
Buffers: 16
--------- Initializing FPS Example: Server Scripts ---------
--------- Initializing FPS Example: Client Scripts ---------
--------- Initializing Lighting Systems ---------
Using Basic Lighting
Program shaders/common/gl/particlesV.glsl / shaders/common/gl/particlesP.glsl: WARNING: vertex shader writes varying 'pos' which is not active.
--------------
Attempting to set resolution to "1024 768 false 24 60 0"
Accepted Mode:
--Resolution : 1024 768
--Full Screen : No
--Bits Per Pixel : 24
--Refresh Rate : 60
--FSAA Level 0
--------------
Could not create a description for binding: thumbrx
Could not create a description for binding: thumbry
Could not create a description for binding: thumblx
Could not create a description for binding: thumbly
Could not create a description for binding: btn_a
Could not create a description for binding: btn_back
Could not create a description for binding: dpadl
Could not create a description for binding: dpadu
Could not create a description for binding: dpadd
Could not create a description for binding: dpadr
Could not create a description for binding: triggerr
Could not create a description for binding: triggerl
Could not create a description for binding: btn_start
Could not create a description for binding: btn_x
Binding server port to default IP
UDP initialized on port 0
% - Initializing Tools
% - Initializing Tools Base
% - Initializing Base Editor
% - Initializing World Editor
- Initializing Datablock Editor
% - Initializing Debugger
% - Initializing Decal Editor
% - Initializing Gui Builder
% - Initializing Material Editor
% - Initializing Mesh Road Editor
% - Initializing Particle Editor
% - Initializing Physics Tools
No physics plugin exists.
% - Initializing River Editor
- Initializing Road and Path Editor
% - Initializing Shape Editor
Engine initialized...
Window focus status changed: focus: 1
Exporting server prefs...
Validation required for shape: art/shapes/actors/Gideon/gideon.dts
Validation required for shape: art/shapes/actors/BoomBot/BoomBot.dts
Validation required for shape: art/shapes/actors/Gideon/gideon.dts
*** LOADING MISSION: levels/Deathball Desert.mis
*** Stage 1 load
*** Stage 2 load
game -> activatePackages
*** Mission loaded
Connect request from:
Connection established 3748
CADD: 3749 local
*** Sending mission load to client: levels/Deathball Desert.mis
Mapping string: ServerMessage to index: 0
Mapping string: MsgConnectionError to index: 1
Mapping string: MsgLoadInfo to index: 2
Mapping string: MsgLoadDescripition to index: 3
Mapping string: MsgLoadInfoDone to index: 4
Mapping string: MsgClientJoin to index: 5
Mapping string: Welcome to the Torque demo app %1. to index: 6
Mapping string: Visitor to index: 7
Mapping string: MissionStartPhase1 to index: 8
*** New Mission: levels/Deathball Desert.mis
*** Phase 1: Download Datablocks & Targets
Mapping string: MissionStartPhase1Ack to index: 0
[MaterialList::mapMaterials] Creating missing material for texture: art/shapes/weapons/ramrifle/ramrifle_diff
Validation required for shape: art/shapes/actors/Gideon/gideon.dts
Validation required for shape: art/shapes/actors/BoomBot/BoomBot.dts
Validation required for shape: art/shapes/actors/Gideon/gideon.dts
Mapping string: MissionStartPhase2 to index: 9
*** Phase 2: Download Ghost Objects
Mapping string: MissionStartPhase2Ack to index: 1
[MaterialList::mapMaterials] Creating missing material for texture: art/shapes/desertStructures/building02walls
[MaterialList::mapMaterials] Creating missing material for texture: art/shapes/desertStructures/turretgrid
[MaterialList::mapMaterials] Creating missing material for texture: art/shapes/desertStructures/grid
[MaterialList::mapMaterials] Creating missing material for texture: art/shapes/desertStructures/plate
[MaterialList::mapMaterials] Creating missing material for texture: art/shapes/desertStructures/building01walls
Ghost Always objects received.
Mapping string: MissionStartPhase3 to index: 10
Client Replication Startup has Happened!
fxFoliageReplicator - replicated client foliage for 0 objects
*** Phase 3: Mission Lighting
Successfully loaded mission lighting file: 'levels/Deathball Desert_827c3e31.ml'
Mission lighting done
Mapping string: MissionStartPhase3Ack to index: 2
Mapping string: MissionStart to index: 11
Mapping string: SyncClock to index: 12
Mapping string: RefreshWeaponHud to index: 13
Mapping string: swarmer.png to index: 14
Mapping string: reticle_rocketlauncher to index: 15
*** Initial Control Object
Mapping string: setNumericalHealthHUD to index: 16
Mapping string: cycleWeapon to index: 3
Mapping string: ramrifle.png to index: 17
Mapping string: reticle_ramrifle to index: 18
Mapping string: MsgWeaponUsed to index: 19
Mapping string: %1 selected. to index: 20
Mapping string: SetAmmoAmountHud to index: 21
Exporting Gui preferences.
CDROP: 3749 local
*** ENDING MISSION
Exporting server prefs...
Exporting client prefs
Exporting server prefs
#2
Nicolas Buquet
www.buquet-net.com/cv/
02/14/2011 (1:12 am)
You can try this : www.garagegames.com/community/forums/viewthread/104347/1#comment-744051Nicolas Buquet
www.buquet-net.com/cv/
#3
ATI or nVidia shader model 4.0+ video cards with 256 MB video RAM required
02/14/2011 (11:36 am)
On the Torque 3D Product Page under the Requirements tab it lists this as the minimum requirement for Mac video cards:ATI or nVidia shader model 4.0+ video cards with 256 MB video RAM required
#4
02/14/2011 (11:47 am)
That explains, also, the lighting fix Nicolas posted didn't work for me. Oh well, I was hoping to get *something* watchable working but I guess not.
#5
02/15/2011 (1:13 am)
I was able to make T3D 1.0.1 runs on my mac Mini 2 GHz and GMA950 chipset, and to display the geometry and the textures with that fix.
Torque 3D Owner Ronny Bangsund
Torque Cheerleaders