Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Messed up gloss on my windows box...
12-18-2007, 10:12 AM,
#1
Messed up gloss on my windows box...
Hi, I'm running on a laptop with an NVIDIA Quadro FX Go 1400.

Card supports: drawbuf4 auxbuf4 antialiasing anisotropy16 cubemapping shaders multitexturing16 texture_rectangle depth_texture shadow
Card does not support: frame_buffer_objects.
Status: Using GLEW 1.4.0

Now when using a car without gloss, it defaults to all flat in stead of all shiny. With GTR, I see some shading differences on the car, but its still flat and looking through the windshield, it looks like I am a 5-pack-a-day smoker and I haven't washed the car in a year.

I was going to look in to this, but I am a novice with shaders and don't really know how to debug them. Is this even a shader problem? Perhaps the gloss map is being used as an alpha channel instead? I have the latest code and data revs ( 1892 and 135 respectively ). Any pointers are appreciated.

Update: I thought it might have had something to do with display settings, but I turned just about everything on and up with the same results.
Reply
12-18-2007, 03:18 PM,
#2
 
Can you post a screenshot?
Reply
12-19-2007, 11:34 AM,
#3
 
Sure...

[Image: c_shot1.jpg]
[Image: 9_shot2.jpg]
[Image: 4_shot3.jpg]

Hopefully you can see the issue through the jpg encoding.

By the way, there seems to be some problem with the configuration of the gallery. Clicking on the preview images to get full-sized images isn't working. Its generating urls like this:
http://vdrift.net/mediagallery/mediaobje..._shot1.jpg
when they should be like this:
http://vdrift.net/Gallery/mediaobjects/o..._shot1.jpg
Reply
12-20-2007, 03:49 AM,
#4
 
Can you post the full command-line output?
Reply
12-20-2007, 08:43 AM,
#5
 
No problem with that either... I can't believe I ignored this error earlier:

Console:
Code:
Found config file C:\Documents and Settings\bugsyv/.vdrift/controls.
Found config file C:\Documents and Settings\bugsyv/.vdrift/VDrift.config.
Version of game: development-full
Skin name not found in config file...

stdout.txt
Code:
Directory data/skins/SConscript/menus does not exist! Skin SConscript not loaded.
Warning: option-47 is missing its default value. Assuming "".
Run with -verbose for troubleshooting.
Run with -nosound to disable sound.
Run with -benchmark to play a replay and output benchmark data.
0 joystick(s) found:
Extension not supported: GL_EXT_framebuffer_object
90

stderr.txt
Code:
Card supports: drawbuf4 auxbuf4 antialiasing anisotropy16 cubemapping shaders multitexturing16 texture_rectangle depth_texture shadow
Card does not support: framebuffer_objects
Status: Using GLEW 1.4.0
Fragment shaders enabled
Loaded shader package simple
Loaded shader package full
Loaded shader package full-noshadow
----- Start Shader Log for blurpass -----
Fragment info
-------------
(1) : error C0104: Unknown pre-processor directive #extension

----- End Shader Log for blurpass -----
Loaded shader package blurpass
Obtained audio device:
Frequency: 44100
Format: 32784
Bits per sample: 16
Channels: 2
Silence: 0
Samples: 512
Size: 2048

Car Z06 has no gloss map for its glass; using a default contant shiny/reflective texture

Car Z06 has no gloss map; using a default contant shiny/reflective texture

Car Z06 has no gloss map; using a default contant shiny/reflective texture

Car Z06 has no gloss map; using a default contant shiny/reflective texture

Car Z06 has no gloss map for its glass; using a default contant shiny/reflective texture

Car Z06 has no gloss map; using a default contant shiny/reflective texture
Reply
12-20-2007, 09:31 AM,
#6
 
Neat. Updating my graphics card driver helped a lot. That fragment shader error went away, and now I can actually see the motion blur, and shadows, and very nice specular highlites on the cars, but I still don't see the nifty reflected environment like I have seen in some screen shots. Should I with my hardware?

[Image: 1_shot012.jpg]


... but I still can't see out of the mustang... is it that way intentionally?

[Image: 6_shot015.png]
Reply
12-20-2007, 10:54 PM,
#7
 
bugsyv Wrote:I still don't see the nifty reflected environment like I have seen in some screen shots. Should I with my hardware?

There's no reason that shouldn't be working with the hardware you have. The reflected environment mapping is just simple cube mapping. However... in general cards that support shaders have a high number of texture units (TUs) available, but there's no guarantee that all of those TUs are fully featured (meaning only some of the TUs support things like cube mapping). On my card, a geforce 7600, I have 16 TUs but only 4 fully featured TUs. Right now the cube map is put on the third TU. Based on the console output, your card has 16 TUs, but It's possible your card only has 2 fully featured TUs. I've added printing for that in R1894. Can you paste the console out from R1894?

Quote:... but I still can't see out of the mustang... is it that way intentionally?

That's not because of your hardware, that's just a bug that I haven't gotten around to fixing yet.
Reply
12-21-2007, 09:07 AM,
#8
 
:/ the latest revision I see is 1893, some mac changes by abs1nth. The last change I see from you ( under trunk ) is 1891. Am I doing something wrong?
Reply
12-21-2007, 07:04 PM,
#9
 
The SVN checkins R1894, R1895, and R1896 all seem to be broken.
Reply
12-21-2007, 07:18 PM,
#10
 
Okay, by R1899 everything has been checked in properly.
Reply
12-26-2007, 10:29 AM,
#11
 
Hi Joe,

Thanks for that. The new code reports "multitexture16(4)" so I am assuming that means I have four fully-featured texture units.

Don't worry about looking in to the problem further... since this has only been reported by me, I think it would be something good to look in to and learn a little more about the application (and the technology) as I find time. I will run any solution I may find by you before check in.

Right now I am more concerned with trying to prevent my CPU from being eternally throttled to 604MHz ( or less! )
Reply
12-29-2007, 10:20 PM,
#12
 
I think the reason why the GT has a dark windshield is because the glass.png for that car has all the glass "tinted" instead of fully clear like most of the rest of the cars. This is a pretty easy fix to the texture.
Reply


Forum Jump:


Users browsing this thread: 3 Guest(s)