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Shaders in r2803?
06-16-2010, 12:14 PM,
Shaders in r2803?
Hello all,
I have just compiled r2803 under Kubuntu 10.04 64-bit, but I don't manage to see shaders; terminal output tells that all shaders have been correctly loaded

INFO: Successfully enabled shaders

but they are clearly missing in the game;
Below I attach my config file; I have an NVidia GeForce GTS 250 with driver 195.36.24.

[ control ]
autoclutch = true
autotrans = true
button_ramp = 5.000000
mousegrab = true
speed_sens_steering = 1.000000

[ display ]
FOV = 90.000000
anisotropic = 16
antialiasing = 4
bloom = true
camerabounce = 1.000000
contrast = 1.000000
depth = 32
fullscreen = true
height = 1024
input_graph = true
lighting = 2
mph = false
normalmaps = true
racingline = false
reflections = 2
shaders = true
shadow_distance = 2
shadow_quality = 2
shadows = true
show_fps = false
show_hud = true
skin = simple
texture_size = large
trackmap = true
view_distance = 10000.000000
width = 1280
zdepth = 16

[ game ]
ai_difficulty = 1.000000
antilock = true
camera_mode = incar
car_paint = 00
number_of_laps = 2
opponent = CO
opponent_car_paint = 00
opponent_color_blue = 1.000000
opponent_color_green = 0.000000
opponent_color_red = 0.000000
opponent_paint = 00
player = MI
player_color_blue = 1.000000
player_color_green = 0.000000
player_color_red = 0.000000
player_paint = 00
record = false
reverse = false
selected_car = F1
selected_replay = 0
track = monaco88
traction_control = true

[ joystick ]
calibrated = false
ff_device = /dev/input/event0
ff_gain = 2.000000
ff_invert = false
hgateshifter = false
two_hundred = false
type = joystick

[ sound ]
volume = 1.000000

Any tips?
06-16-2010, 01:22 PM,
Hi ocirne94

Have you been able to see the car in the selection screen? F1 has not been converted to the new car parameters(was removed). You should not be able to load it at all. Please update your vdrift data to the latest revision. If it still fails post stderr.txt and stdout.txt from vdrift folder.

Your settings with F1-02:
[Image: shot004rrc30.jpg]
06-16-2010, 02:21 PM,
Hello NaN,
I've got the new data, but with that config file I still get no shaders Sad ; with the new data the F1 car is there but the model isn't loaded and I can't use it in races.
I don't manage to find stderr.txt or stdout.txt anywhere in my system...
06-16-2010, 05:26 PM,
Quote:still get no shaders
Can you post the complete terminal output here. A screenshot(F11 Key, image hoster: wit shaders true/false could also help.
06-17-2010, 12:12 PM,
Here's the output:
$ vdrift
INFO: Multi-processor system detected.  Run with -multithreaded argument to enable multithreading (EXPERIMENTAL).
INFO: Starting VDrift: development-full, Version: 2805M, O/S: Unix-like
INFO: Home directory: /home/user
INFO: Settings file: /home/user/.vdrift/VDrift.config
INFO: Data directory: data
      DATA_DIR: /usr/local/share/games/vdrift/data
INFO: Log file: /home/user/.vdrift/log.txt
INFO: SDL initialization successful
INFO: Automatictally setting depth buffer to 24-bit because shadows are enabled
INFO: SDL video query was successful
INFO: Enabling antialiasing: 4X
INFO: Display change was successful: 1280x1024x32 24z fullscreen=1
INFO: Video card information:
      Vendor: NVIDIA Corporation
      Renderer: GeForce GTS 250/PCI/SSE2
      Version: 3.2.0 NVIDIA 195.36.24
      Maximum texture size: 8192
      Maximum varying floats: 60
      Using GLEW 1.5.2
INFO: Maximum color attachments: 8
INFO: Maximum draw buffers (1 required): 8
INFO: Texture units: 4 full, 32 partial
INFO: Loaded shader package simple
INFO: Loaded shader package simple, variant simple_premult
INFO: Loaded shader package simple, variant simple_gamma_premult
INFO: Loaded shader package simple, variant simple_gamma
INFO: Loaded shader package simple, variant simplecar
INFO: Loaded shader package logluminance
INFO: Loaded shader package logluminance, variant logluminance_tiny
INFO: Loaded shader package tonemap
INFO: Loaded shader package gbufferfill
INFO: Loaded shader package gbufferfill, variant gbufferfillcar
INFO: Loaded shader package lightaccumulate, variant lightaccumulate_initial
INFO: Loaded shader package lightaccumulate, variant lightaccumulate_omni
INFO: Loaded shader package depthgen
INFO: Loaded shader package depthgen, variant depthgennoalpha
INFO: Loaded shader package distancefield
INFO: Loaded shader package deferredskybox
INFO: Loaded shader package deferredskyboxblend
INFO: Loaded shader package softparticle
INFO: Loaded shader package ppdepthadjust
INFO: Loaded shader package ppdepthadjust, variant ppcopy
INFO: Loaded shader package ppdepthadjust, variant ppcopy_gamma
INFO: Loaded shader package deferredshadows
INFO: Loaded shader package ssao
INFO: Loaded shader package ssao_blur
INFO: Successfully enabled shaders
INFO: Initialized render output: full_scene_depth (FBO)
INFO: Initialized render output: full_scene_color (FBO)
INFO: Initialized render output: normal_xy (FBO)
INFO: Initialized render output: material_properties (FBO)
INFO: Initialized render output: diffuse_albedo (FBO)
INFO: Initialized render output: log_luminance (FBO)
INFO: Initialized render output: log_luminance_tiny (FBO)
INFO: Initialized render output: ssao1 (FBO)
INFO: Initialized render output: ssao2 (FBO)
INFO: Initialized render output: reflection_cube (FBO)
INFO: Initialized render output: shadow_depths_near (FBO)
INFO: Initialized render output: shadow_depths_medium (FBO)
INFO: Initialized render output: shadow_depths_far (FBO)
INFO: Maximum anisotropy: 16
INFO: 0 joysticks found.
INFO: Loading car controls from: /home/user/.vdrift/controls.config
INFO: Sound initialization information:
INFO: Obtained audio device:
      Frequency: 44100
      Format: 32784
      Bits per sample: 16
      Channels: 2
      Silence: 0
      Samples: 940
      Size: 3760
      Sound initialization successful
INFO: Loaded fonts successfully
INFO: Loaded GUI successfully
ERROR: Error loading texture file: data/cars/CO/textures/reverse.png
INFO: Loading track from path: data/tracks/monza
INFO: Can't find surfaces configfile: data/tracks/monza/surfaces.txt
INFO: No Surfaces File. Continuing with standard surfaces
INFO: Track timing sectors: 2
INFO: Track object list has 16 params per object, expected 17, this is fine, continuing
INFO: Collision objects: 1
INFO: Car loading was successful: G4
INFO: No car reverse light texture exists, continuing without one
INFO: Car loading was successful: CO
start engine
ALSA lib pcm.c:7245:(snd_pcm_recover) underrun occured
INFO: Got quit message from GUI.  Shutting down...
INFO: Shutting down...
INFO: Exiting

I have code revision 2805 compiled with command
$ scons arch=core2 release=0 -j8

and data revision 630.

Here is the screenshot:
[Image: shot002i.jpg]
which is clearly different from the one in VDrift gallery:
[Image: 5_shot094.jpg]

With shaders disabled, I get the same result for the car, but strangely I get no shadows, and smoke from drifting is only white and non-trasparent.
06-17-2010, 12:54 PM,
You've got car shadows at least. But the rest fails. Do dynamic lights work? When you brake the rear part of the car/street should be lit with red color(brake lights).

We have switched to a deferred renderer recently and it is pretty much work in progress. Would be interesting to inspect the FBOs, sadly I have no idea where to look into(how to do it).
06-17-2010, 10:55 PM,
NaN Wrote:We have switched to a deferred renderer recently and it is pretty much work in progress. Would be interesting to inspect the FBOs, sadly I have no idea where to look into(how to do it).

I didn't break it! (for once)

The car body uses a special convention where the miscmap is the same regardless of paint job. In your refactor you didn't account for that. I hacked in support for this. Hopefully in the future the car appearance will be more data-driven and we don't have to do this hack.

R2806 should look correct.
06-18-2010, 06:20 AM,
Just compiled r2806, shaders work beautifully during the race; it would be nice if they appeared also in the car selection screen, but I think it's not so important.
Thank you very much
Ocirne. Smile
06-18-2010, 07:05 AM,
Quote:In your refactor you didn't account for that.
Oops, haven't paid attention to car appearance. Will fix/rollback the code. I have been surprised that the track/background looks different compared to the one I get. Don't have a NVIDIA GPU here to do a direct comparison.

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