Game Development Community

T3D MIT Rendering Bugs

by Glenn S · in Torque 3D Professional · 02/21/2013 (1:47 pm) · 13 replies

Hey all, I recently compiled Torque3D from the GitHub on my Mac, and have encountered some strange rendering errors and crashes. I was wondering if anybody knew of any fixes for the following:

The terrain renders with no texture (i.e. solid black). Geometry renders fine, it's just textures that don't seem to work. Example screenshot:
i.imgur.com/ct7jrVF.png
The player renders as a black shadow with no visible geometry except for some lights (decals?)
i.imgur.com/oDFTmCC.png
It seems to be a graphics driver or shader error of some sort. I'm getting these weird errors in the console as well:
Using Basic Lighting
Program shaders/common/gl/particlesV.glsl / shaders/common/gl/particlesP.glsl: WARNING: Output of vertex shader 'pos' not read by fragment shader

...

Program shadergen:/d5429777462ac351_V.glsl / shadergen:/d5429777462ac351_P.glsl: WARNING: Output of vertex shader 'screenspacePos' not read by fragment shader

Program shadergen:/b5432d617ed94cb2_V.glsl / shadergen:/b5432d617ed94cb2_P.glsl: WARNING: Output of vertex shader 'screenspacePos' not read by fragment shader

Program shadergen:/1921024033be9a42_V.glsl / shadergen:/1921024033be9a42_P.glsl: WARNING: Output of vertex shader 'screenspacePos' not read by fragment shader

Program shadergen:/aad7131f98629eae_V.glsl / shadergen:/aad7131f98629eae_P.glsl: WARNING: Output of vertex shader 'screenspacePos' not read by fragment shader

Program shadergen:/5a0843ed59463d17_V.glsl / shadergen:/5a0843ed59463d17_P.glsl: WARNING: Output of vertex shader 'screenspacePos' not read by fragment shader

- Loading card profiles...
      - No card profile core/profile/GL21.cs exists
      - No card profile core/profile/GL21.NVIDIACorporation.cs exists
      - No card profile core/profile/GL21.NVIDIACorporation.NVIDIAGeForce320MOpenGLEngine.cs exists
      - No card profile core/profile/GL21.NVIDIACorporation.NVIDIAGeForce320MOpenGLEngine.21NVIDIA8061.cs exists

I'm guessing this is just a graphics driver issue, as this runs fine on windows. All other parts of T3D seem to work as intended.

Thanks for any insight to my problems,
Glenn

#1
02/21/2013 (2:47 pm)
Is advanced lighting turned on? If it is turn that off. I understand that advanced lighting is incomplete on Mac port. If that is not the issue just ignore.
#2
02/21/2013 (3:10 pm)
Tried turning off advanced lighting to find that basic lighting was enabled by default.
#3
02/21/2013 (7:30 pm)
i am also having this in windows 7 for some specific models.
specially :diff.

but that only happened when i set lighting to lowest.
#4
02/22/2013 (7:27 am)
Since DIF's have been deprecated, I wouldn't be surprised it support for their lightmaps was removed or only partially supported. DIF's baked in their own lightmaps.
#5
02/25/2013 (2:19 pm)
*bump*
Still having this issue. Is there any known fix to this problem?
#6
02/25/2013 (3:17 pm)
Built on a Mac? Are you running it under Windows or OSX? If it's the latter, the OSX Platform of the engine is not up to date with the Windows one, nor is it fully functional currently.
#7
02/27/2013 (1:37 pm)
Actually built it on Mac, running natively. I've heard that this isn't fully supported, but any help would be appreciated.
#8
02/27/2013 (3:22 pm)
What you're seeing there is the extent of what's available on the Mac currently, unfortunately. We had a contractor work on updating the Mac Platform last year, but it didn't meet our quality standards so it wasn't released. We handed that code off to some community members in the Community Enhanced Version project, but as far as we know no one has done anything with it so far.
#9
02/27/2013 (4:06 pm)
I'm working on a port of Torque3D OpengGL. Next week, i'll upload to github some changes for basic lighting.

www.garagegames.com/community/forums/viewthread/133262
#10
02/27/2013 (5:48 pm)
@Luis Anton Rebollo I do have very little knowledge of the mac OS, does that mean with openGL that it should in theory be compatible for the mac users, at least the rendering portion for lighting?

~Jeff
#11
02/28/2013 (6:24 pm)
@Luis, sounds amazing. Will be checking it out when you get it uploaded.
#12
03/01/2013 (12:30 am)
Linux and Mac use OpenGL for rendering, all changes benefit all platforms.

You can test to compile my initial commit with basic lighting on Mac.
GitHub: github.com/LuisAntonRebollo/Torque3D/tree/dev_opengl_bl

More information soon.
#13
03/01/2013 (12:41 pm)
thanks Luis, such a great contribution!