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Archives (read only) => Glest Advanced Engine => General discussion => Topic started by: quaniit on 22 August 2012, 18:35:13

Title: Rendering Issues
Post by: quaniit on 22 August 2012, 18:35:13
I'm new to modding so pardon my stupidity but every time I run the GAE and attempt to start a game, the initialization freezes at 'Initializing Renderer' and I get the following line in terminal:
Code: [Select]
glestadv: main/formats.c:1890: _mesa_format_image_size64: Assertion `depth == 1' failed.
If anyone could tell me what this is or how to fix it, it would be greatly appreciated.  ^^;
Title: Re: Rendering Issues
Post by: will on 23 August 2012, 06:30:05
Intriguing!  A very new graphics card, or a very old card...?

What operating system are you on?  What kind of graphics card do you have?

What is the output of the glxinfo program?  (or, is it not installed?)
Title: Re: Rendering Issues
Post by: Yggdrasil on 23 August 2012, 17:16:49
Please uninstall libtxc_dxtn! Texture compression is broken for us with newer versions of mesa. If you are running the latest git version you can leave it installed and just set 'RenderCompressTextures=true' in ~/.glestadv/glestadv.ini.

Good old mesa doesn't support compressed 3D textures and just aborts with an assert fail.
Title: Re: Rendering Issues
Post by: quaniit on 4 September 2012, 17:28:33
Thank you all so much for the feedback.  After looking at the .ini I found that RenderCompressTextures was already set to true.  So I changed that to false to see what it would do and it seems to have fixed my problem.
Title: Re: Rendering Issues
Post by: Yggdrasil on 9 September 2012, 12:22:57
Oops, sorry. Yeah, i meant false.

Maybe we should add an extra option for the compression of 3D textures. As far as i can tell we only use one 3D texture for water, nothing else. It's a shame to not have texture compression on open source drivers just because of that.
Title: Re: Rendering Issues
Post by: hailstone on 14 September 2012, 01:30:14
To keep things simple it might be better to disable 3D texture compression for everyone if it only plays a small part. Unless the drivers can be detected so it only needs to be disabled for the ones it doesn't work with.
Title: Re: Rendering Issues
Post by: Yggdrasil on 15 September 2012, 12:04:11
Maintaining a blacklist of drivers sounds like fun i don't want to have. Yeah, disabling/removing texture compression for 3D textures is probably the easiest solution. I'll do that later this weekend.
Title: Re: Rendering Issues
Post by: Omega on 15 September 2012, 19:31:11
Maintaining a blacklist of drivers sounds like fun i don't want to have. Yeah, disabling/removing texture compression for 3D textures is probably the easiest solution. I'll do that later this weekend.
Since only water uses it (to my knowledge), and water consists of usually four to eight very small (generally 32 x 32) images tiled together, does texture compression have any noticeable difference in quality?
Title: Re: Rendering Issues
Post by: tomreyn on 17 September 2012, 10:39:47
Just to put things right: the problem is not with the open source drivers, the issue (when it comes to S3TC) is software patents (http://dri.freedesktop.org/wiki/S3TC). Because of this and other shortcomings of S3TC supporting ETC2 (http://www.phoronix.com/scan.php?page=news_item&px=MTE1ODU) is mandatory starting OpenGL 4.3 and OpenGL ES 3.0. The same versions also introduce optional support for royalty-free ASTC (http://www.phoronix.com/scan.php?page=news_item&px=MTE1NDk). Mesa based open source drivers (intel, radeon, nouveau) will be able to make use of ETC2's predecessor ETC1 (http://www.phoronix.com/scan.php?page=news_item&px=MTE0MTQ) starting with the next Mesa release, if only by means of having th driver convert it, since there is no hardware support.