Bug #898
Shadows under Linux
Status: | Closed | Start date: | 05/13/2010 | |
---|---|---|---|---|
Priority: | High | Due date: | ||
Assignee: | kervala | % Done: | 100% |
|
Category: | OS: GNU/Linux | |||
Target version: | Version 0.8.0 |
Description
Shadows are bugging under Linux (big dark blocks).
Check what could change from Windows version.
History
#1 Updated by jayme about 5 years ago
If you enable bloom, the shadows look normal.
#2 Updated by kervala about 5 years ago
Thanks a lot ! So it could be related to bloom code :)
#3 Updated by Krolock about 5 years ago
hm, if I enable bloom, it doesn't change anything. I have still these dark blocks.
#4 Updated by kervala about 5 years ago
Bug seems to be located in driver_opengl_texture.cpp and most precisely in setRenderTarget.
We already had a bug with shadows when bloom was implemented so this part was fixed, but I suspect there is another bug in this method.
Previous code (which was not working properly with bloom) :
1bool CDriverGL::setRenderTarget (ITexture *tex, uint32 x, uint32 y, uint32 width, uint32 height, uint32 mipmapLevel, uint32 cubeFace)
2{
3 H_AUTO_OGL(CDriverGL_setRenderTarget )
4
5 // Check the texture is a render target
6 if (tex)
7 nlassertex (tex->getRenderTarget(), ("The texture must be a render target. Call ITexture::setRenderTarget(true)."));
8
9 _RenderTargetFBO = supportFrameBufferObject();
10 _RenderTargetPackedDepthStencil = supportPackedDepthStencil();
11
12 // make backup of offscreen buffer to old texture if not using FBOs
13 if (!_RenderTargetFBO && _TextureTarget && (_TextureTarget != tex || _TextureTargetCubeFace != cubeFace) && _TextureTargetUpload)
14 {
15 // Flush it
16 copyFrameBufferToTexture (_TextureTarget, _TextureTargetLevel, _TextureTargetX, _TextureTargetY, 0,
17 0, _TextureTargetWidth, _TextureTargetHeight, _TextureTargetCubeFace);
18 }
19
20 // Backup the texture
21 _TextureTarget = tex;
22
23 // Set a new texture as render target
24 if (tex)
25 {
26 // Backup the parameters
27 _TextureTargetLevel = mipmapLevel;
28 _TextureTargetX = x;
29 _TextureTargetY = y;
30 _TextureTargetWidth = width;
31 _TextureTargetHeight = height;
32 _TextureTargetUpload = true;
33 _TextureTargetCubeFace = cubeFace;
34
35 if (_RenderTargetFBO)
36 {
37 uint32 w, h;
38 getWindowSize(w, h);
39
40 getViewport(_OldViewport);
41 CViewport newVP;
42 newVP.init(0, 0, ((float)width/(float)w), ((float)height/(float)h));
43 setupViewport(newVP);
44 setupScissor(_CurrScissor);
45 if (!tex->TextureDrvShare)
46 setupTexture(*tex);
47 return activeFrameBufferObject(tex);
48 }
49 else
50 {
51 // Update the viewport
52 setupViewport (_CurrViewport);
53 // Update the scissor
54 setupScissor (_CurrScissor);
55 //_RenderTargetFBO = false;
56 _OldViewport = _CurrViewport;
57 }
58 }
59 else
60 {
61 if (_RenderTargetFBO)
62 activeFrameBufferObject(NULL);
63 setupViewport(_OldViewport);
64 setupScissor(_CurrScissor);
65 _OldViewport = _CurrViewport;
66 _RenderTargetFBO = false;
67 }
68
69 return true;
70}
#5 Updated by vl about 5 years ago
- Status changed from Validated to Assigned
- Assignee set to kervala
- Target version set to Version 0.8.0
#6 Updated by kervala about 5 years ago
Oldest version I found :
1bool CDriverGL::setRenderTarget (ITexture *tex, uint32 x, uint32 y, uint32 width, uint32 height, uint32 mipmapLevel, uint32 cubeFace) 2{ 3 H_AUTO_OGL(CDriverGL_setRenderTarget ) 4 5 // Check the texture is a render target 6 if (tex) 7 nlassertex (tex->getRenderTarget(), ("The texture must be a render target. Call ITexture::setRenderTarget(true).")); 8 9 if(tex==NULL && _RenderTargetFBO) 10 { 11 activeFrameBufferObject(NULL); 12 setupViewport(_OldViewport); 13 _OldViewport = _CurrViewport; 14 15 _RenderTargetFBO = false; 16 return false; 17 } 18 else if(tex && tex->isBloomTexture() && supportBloomEffect()) // && activeFrameBufferObject(tex) 19 { 20 uint32 w, h; 21 getWindowSize(w, h); 22 23 getViewport(_OldViewport); 24 CViewport newVP; 25 newVP.init(0, 0, ((float)width/(float)w), ((float)height/(float)h)); 26 setupViewport(newVP); 27 28 _RenderTargetFBO = true; 29 30 return activeFrameBufferObject(tex); 31 } 32 else 33 { 34 // Have a previous texture ? 35 if (_TextureTarget && (_TextureTarget != tex || _TextureTargetCubeFace != cubeFace) && _TextureTargetUpload) 36 { 37 // Flush it 38 copyFrameBufferToTexture (_TextureTarget, _TextureTargetLevel, _TextureTargetX, _TextureTargetY, 0, 39 0, _TextureTargetWidth, _TextureTargetHeight, _TextureTargetCubeFace); 40 } 41 42 // Backup the texture 43 _TextureTarget = tex; 44 45 // Set a new texture as render target ? 46 if (tex) 47 { 48 // Backup the parameters 49 _TextureTargetLevel = mipmapLevel; 50 _TextureTargetX = x; 51 _TextureTargetY = y; 52 _TextureTargetWidth = width; 53 _TextureTargetHeight = height; 54 _TextureTargetUpload = true; 55 _TextureTargetCubeFace = cubeFace; 56 } 57 58 // Update the viewport 59 setupViewport (_CurrViewport); 60 61 // Update the scissor 62 setupScissor (_CurrScissor); 63 64 _RenderTargetFBO = false; 65 _OldViewport = _CurrViewport; 66 } 67 68 return true; 69}
#7 Updated by kervala about 5 years ago
- Status changed from Assigned to Resolved
- % Done changed from 0 to 100
Applied in changeset r270.
#8 Updated by kervala about 5 years ago
It was a trivial error... Stencil was not defined :s
I deduced that after investigating more than 10 hours to fix a lot of parts and finally comparing Windows and Linux pixel format settings.
#9 Updated by kervala about 5 years ago
- Status changed from Resolved to Assigned
I tried with a fresh mercurial and it doesn't seem to be fixed...
#10 Updated by kervala about 5 years ago
- % Done changed from 100 to 90
#11 Updated by kervala about 5 years ago
- Status changed from Assigned to Resolved
- % Done changed from 90 to 100
Applied in changeset r289.
#12 Updated by kervala about 5 years ago
Please could you confirm it's working under your configurations ?
#13 Updated by jayme about 5 years ago
kervala wrote:
Please could you confirm it's working under your configurations ?
Works for me (with and without bloom).
#14 Updated by ThibG about 5 years ago
With bloom, the shadows are buggy and don't get updated (well, the animation is, but not the orientation nor the equipments)
#15 Updated by kervala about 5 years ago
Are you using nouveau ?
If yes, it could be a bug in nouveau FBO implementation (or a not yet implemented feature).
#16 Updated by kervala about 5 years ago
- Status changed from Resolved to Closed
#17 Updated by kervala almost 5 years ago
- Category changed from NeL: General to OS: GNU/Linux