No fonts in Demos

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adsicks
Posts:10
Joined:2014-02-11, 12:26
Re: No fonts in Demos

Post by adsicks » 2014-02-25, 04:17

I got a Scons plug in for Eclipse and have the project pulled in. I will see if I can trace through and figure out exactly what is misfiring on my system....

Any specific watches and breakpoints would be appreciated. :)

Here is a video of the 4th world from the top and the faint stuff I can see...

http://youtu.be/fJGgeLVQADw

Another test I tried after making the above video was forcing the GL renderer instead of the higher priority ARGprog by renaming the so file. The above scene changed and I could see a white rectangle-ish shape on the ceiling...also I made it to the dialog box and could hover my mouse over the buttons and make them turn red, but nothing seemed to happen when I clicked.

Also, I opened up the World Editor and I can see the textures as a brush, but I can only see a few sparse shapes in the main view like in the game. Maybe I should write a renderer for Intel? I can also open the png's that I am working with in the World editor just fine in GIMP...The rendering engine is the same in the game as in the editor?

On a side note, are the .dia files made with Visual Studio? I need to get a plug in to open them in my IDE....
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Carsten
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Re: No fonts in Demos

Post by Carsten » 2014-02-25, 16:20

Hi adsicks,

I began to setup a Gentoo system under VirtualBox over the weekend. I also made quite good progress, got the X system running, but no desktop yet. I probably did some mistake with the USE settings, and right now I'm stuck at the complaints of emerge gnome regarding missing lines in .../package.use. This is honestly pretty frustrating, requiring hours of reading, but I'll try to get further when I'm back home tonight.
adsicks wrote:I got a Scons plug in for Eclipse and have the project pulled in. I will see if I can trace through and figure out exactly what is misfiring on my system....

Any specific watches and breakpoints would be appreciated. :)
Well, I see two big suspects: Either the image loading is inherently wrong, never giving us the pixel values that come with the files on disk, or, if the bitmaps are loaded right, uploading them as OpenGL texture fails, and if that works, it may still be some driver rendering issue somewhere. These are the key points that I'd start looking into -- if only I got Gentoo to a useable point...

(Just another shot into the blue: If for example Cafu attempted to upload bitmaps in R8G8B8A8 format, which is ancient and should really work everywhere, but the driver only supports something else (such as R8G8B8, without alpha), this might cause symptoms such as those you're seeing. But this is just another guess.)
Here is a video of the 4th world from the top and the faint stuff I can see...

http://youtu.be/fJGgeLVQADw
Thanks! This looks like map BpWxBeta, and I think we can see some specular component of some of the posts near the spawn point. ;-)

This fact alone is interesting enough, but still not enough to sufficiently narrow down the problem.
Another test I tried after making the above video was forcing the GL renderer instead of the higher priority ARGprog by renaming the so file. The above scene changed and I could see a white rectangle-ish shape on the ceiling...also I made it to the dialog box and could hover my mouse over the buttons and make them turn red, but nothing seemed to happen when I clicked.
It's good to know that, thanks!
Also, I opened up the World Editor and I can see the textures as a brush, but I can only see a few sparse shapes in the main view like in the game. Maybe I should write a renderer for Intel? I can also open the png's that I am working with in the World editor just fine in GIMP...The rendering engine is the same in the game as in the editor?
Using the World Editor for tests is a very good idea: While the 3D views rendering uses essentially the same code as the engine (it used to use only the OpenGL 1.2 renderer in the past, even if a more powerful renderer was available, but nowadays should use the same renderer as the engine), it also uses completely different code in the Material Bowser. Can you see the texture images there??
On a side note, are the .dia files made with Visual Studio? I need to get a plug in to open them in my IDE....
They're made with this program: https://wiki.gnome.org/Apps/Dia
It's a bit old these days, but I don't know a more recent alternative...

Btw., it's probably not a great help as you have to type blindly, but if you've loaded a map, you can enter

Code: Select all

forceRM("wireframe")
into the console, which should give you visible wire-frame rendering. See these two posts for additional information:
http://www.cafu.de/forum/viewtopic.php?p=2473#p2473
http://www.cafu.de/forum/viewtopic.php?p=3155#p3155
Best regards,
Carsten
adsicks
Posts:10
Joined:2014-02-11, 12:26

Re: No fonts in Demos

Post by adsicks » 2014-02-27, 01:59

I'm stuck at the complaints of emerge gnome regarding missing lines in .../package.use.
I am actually using KDE. My use flags in make.conf:

Code: Select all

USE="X bindist consolekit dbus policykit udev udisks mmx sse sse2 lua -gtk -gnome qt4 kde dvd alsa oss midi cdr jack ladspa vaapi"
INPUT_DEVICES="evdev synaptics"
VIDEO_CARDS="intel i965"
ALSA_CARDS="hda-intel"
# Python targets
PYTHON_SINGLE_TARGET="python2_7" 
PYTHON_TARGETS="python2_7" 
USE_PYTHON="2.7"
I have gtk and gnome turned of for packages I install, but I have gtk-2 and all the sdk stuff I need to compile as I have a gtk-2 app I am working on. This is actually what drove me to find a 3-D engine. I am working on a turned based strategy game and I guess it is OK in 2D, but if I can overlay a hex map and use models for cut scenes it would be more exciting. I just really didn't want to spend 6 months or so writing my own 3D engine and then spend the rest of my life debugging it...lol. An intel linux renderer is manageable :D Why re-invent the wheel.
Can you see the texture images there??
Yes, just not the renders.

I also tried to run the Windows version of Cafu in XP sp3 in a Virtual Box. ARGprog crashed and forcing GL12 gives the same results as in Linux leading me to believe I have something wrong with my driver somehow. I am not familiar exactly how the with the Oracle VM driver composites, but I know I have hardware acceleration checked so assume it is using the kernel i915 driver for GL stuff. However, it is odd that I can run Warhammer Choas Gate and Simcity 4 in Windows and Decent and such on Linux.

On a side note I am running 32bit XP and have no Hypervisor support on my cpu.

Here is the output of glxinfo:

Code: Select all

name of display: :0
brwCreateContext: failed to init intel context
display: :0  screen: 0
direct rendering: Yes
server glx vendor string: SGI
server glx version string: 1.4
server glx extensions:
    GLX_ARB_create_context, GLX_ARB_create_context_profile, 
    GLX_ARB_multisample, GLX_EXT_create_context_es2_profile, 
    GLX_EXT_import_context, GLX_EXT_texture_from_pixmap, GLX_EXT_visual_info, 
    GLX_EXT_visual_rating, GLX_INTEL_swap_event, GLX_MESA_copy_sub_buffer, 
    GLX_OML_swap_method, GLX_SGIS_multisample, GLX_SGIX_fbconfig, 
    GLX_SGIX_pbuffer, GLX_SGIX_visual_select_group, GLX_SGI_swap_control
client glx vendor string: Mesa Project and SGI
client glx version string: 1.4
client glx extensions:
    GLX_ARB_create_context, GLX_ARB_create_context_profile, 
    GLX_ARB_create_context_robustness, GLX_ARB_framebuffer_sRGB, 
    GLX_ARB_get_proc_address, GLX_ARB_multisample, 
    GLX_EXT_create_context_es2_profile, GLX_EXT_framebuffer_sRGB, 
    GLX_EXT_import_context, GLX_EXT_texture_from_pixmap, GLX_EXT_visual_info, 
    GLX_EXT_visual_rating, GLX_INTEL_swap_event, GLX_MESA_copy_sub_buffer, 
    GLX_MESA_multithread_makecurrent, GLX_MESA_swap_control, 
    GLX_OML_swap_method, GLX_OML_sync_control, GLX_SGIS_multisample, 
    GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, GLX_SGIX_visual_select_group, 
    GLX_SGI_make_current_read, GLX_SGI_swap_control, GLX_SGI_video_sync
GLX version: 1.4
GLX extensions:
    GLX_ARB_create_context, GLX_ARB_create_context_profile, 
    GLX_ARB_get_proc_address, GLX_ARB_multisample, 
    GLX_EXT_create_context_es2_profile, GLX_EXT_import_context, 
    GLX_EXT_texture_from_pixmap, GLX_EXT_visual_info, GLX_EXT_visual_rating, 
    GLX_INTEL_swap_event, GLX_MESA_copy_sub_buffer, 
    GLX_MESA_multithread_makecurrent, GLX_MESA_swap_control, 
    GLX_OML_swap_method, GLX_OML_sync_control, GLX_SGIS_multisample, 
    GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, GLX_SGIX_visual_select_group, 
    GLX_SGI_make_current_read, GLX_SGI_swap_control, GLX_SGI_video_sync
OpenGL vendor string: Intel Open Source Technology Center
OpenGL renderer string: Mesa DRI Mobile Intel® GM45 Express Chipset 
OpenGL version string: 2.1 Mesa 9.1.6
OpenGL shading language version string: 1.20
OpenGL extensions:
    GL_3DFX_texture_compression_FXT1, GL_ANGLE_texture_compression_dxt3, 
    GL_ANGLE_texture_compression_dxt5, GL_APPLE_object_purgeable, 
    GL_APPLE_packed_pixels, GL_APPLE_vertex_array_object, 
    GL_ARB_ES2_compatibility, GL_ARB_color_buffer_float, GL_ARB_copy_buffer, 
    GL_ARB_debug_output, GL_ARB_depth_buffer_float, GL_ARB_depth_clamp, 
    GL_ARB_depth_texture, GL_ARB_draw_buffers, 
    GL_ARB_draw_elements_base_vertex, GL_ARB_draw_instanced, 
    GL_ARB_explicit_attrib_location, GL_ARB_fragment_coord_conventions, 
    GL_ARB_fragment_program, GL_ARB_fragment_program_shadow, 
    GL_ARB_fragment_shader, GL_ARB_framebuffer_object, 
    GL_ARB_framebuffer_sRGB, GL_ARB_get_program_binary, 
    GL_ARB_half_float_pixel, GL_ARB_half_float_vertex, 
    GL_ARB_instanced_arrays, GL_ARB_internalformat_query, 
    GL_ARB_invalidate_subdata, GL_ARB_map_buffer_range, GL_ARB_multisample, 
    GL_ARB_multitexture, GL_ARB_occlusion_query, GL_ARB_occlusion_query2, 
    GL_ARB_pixel_buffer_object, GL_ARB_point_parameters, GL_ARB_point_sprite, 
    GL_ARB_provoking_vertex, GL_ARB_robustness, GL_ARB_sampler_objects, 
    GL_ARB_seamless_cube_map, GL_ARB_shader_bit_encoding, 
    GL_ARB_shader_objects, GL_ARB_shader_texture_lod, 
    GL_ARB_shading_language_100, GL_ARB_shadow, GL_ARB_sync, 
    GL_ARB_texture_border_clamp, GL_ARB_texture_compression, 
    GL_ARB_texture_compression_rgtc, GL_ARB_texture_cube_map, 
    GL_ARB_texture_env_add, GL_ARB_texture_env_combine, 
    GL_ARB_texture_env_crossbar, GL_ARB_texture_env_dot3, 
    GL_ARB_texture_float, GL_ARB_texture_mirrored_repeat, 
    GL_ARB_texture_non_power_of_two, GL_ARB_texture_rectangle, 
    GL_ARB_texture_rg, GL_ARB_texture_rgb10_a2ui, GL_ARB_texture_storage, 
    GL_ARB_texture_swizzle, GL_ARB_transpose_matrix, GL_ARB_vertex_array_bgra, 
    GL_ARB_vertex_array_object, GL_ARB_vertex_buffer_object, 
    GL_ARB_vertex_program, GL_ARB_vertex_shader, 
    GL_ARB_vertex_type_2_10_10_10_rev, GL_ARB_window_pos, 
    GL_ATI_blend_equation_separate, GL_ATI_draw_buffers, 
    GL_ATI_envmap_bumpmap, GL_ATI_separate_stencil, 
    GL_ATI_texture_env_combine3, GL_ATI_texture_float, GL_EXT_abgr, 
    GL_EXT_bgra, GL_EXT_blend_color, GL_EXT_blend_equation_separate, 
    GL_EXT_blend_func_separate, GL_EXT_blend_minmax, GL_EXT_blend_subtract, 
    GL_EXT_compiled_vertex_array, GL_EXT_copy_texture, GL_EXT_draw_buffers2, 
    GL_EXT_draw_instanced, GL_EXT_draw_range_elements, GL_EXT_fog_coord, 
    GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample, 
    GL_EXT_framebuffer_object, GL_EXT_framebuffer_sRGB, 
    GL_EXT_gpu_program_parameters, GL_EXT_multi_draw_arrays, 
    GL_EXT_packed_depth_stencil, GL_EXT_packed_float, GL_EXT_packed_pixels, 
    GL_EXT_pixel_buffer_object, GL_EXT_point_parameters, 
    GL_EXT_polygon_offset, GL_EXT_provoking_vertex, GL_EXT_rescale_normal, 
    GL_EXT_secondary_color, GL_EXT_separate_shader_objects, 
    GL_EXT_separate_specular_color, GL_EXT_shadow_funcs, 
    GL_EXT_stencil_two_side, GL_EXT_stencil_wrap, GL_EXT_subtexture, 
    GL_EXT_texture, GL_EXT_texture3D, GL_EXT_texture_array, 
    GL_EXT_texture_compression_dxt1, GL_EXT_texture_compression_rgtc, 
    GL_EXT_texture_cube_map, GL_EXT_texture_edge_clamp, 
    GL_EXT_texture_env_add, GL_EXT_texture_env_combine, 
    GL_EXT_texture_env_dot3, GL_EXT_texture_filter_anisotropic, 
    GL_EXT_texture_integer, GL_EXT_texture_lod_bias, GL_EXT_texture_object, 
    GL_EXT_texture_rectangle, GL_EXT_texture_sRGB, GL_EXT_texture_sRGB_decode, 
    GL_EXT_texture_shared_exponent, GL_EXT_texture_snorm, 
    GL_EXT_texture_swizzle, GL_EXT_vertex_array, GL_EXT_vertex_array_bgra, 
    GL_IBM_multimode_draw_arrays, GL_IBM_rasterpos_clip, 
    GL_IBM_texture_mirrored_repeat, GL_INGR_blend_func_separate, 
    GL_MESA_pack_invert, GL_MESA_texture_array, GL_MESA_texture_signed_rgba, 
    GL_MESA_window_pos, GL_MESA_ycbcr_texture, GL_NV_blend_square, 
    GL_NV_conditional_render, GL_NV_depth_clamp, GL_NV_light_max_exponent, 
    GL_NV_packed_depth_stencil, GL_NV_primitive_restart, 
    GL_NV_texgen_reflection, GL_NV_texture_env_combine4, 
    GL_NV_texture_rectangle, GL_OES_EGL_image, GL_OES_read_format, 
    GL_S3_s3tc, GL_SGIS_generate_mipmap, GL_SGIS_texture_border_clamp, 
    GL_SGIS_texture_edge_clamp, GL_SGIS_texture_lod, GL_SUN_multi_draw_arrays

12 GLX Visuals
    visual  x   bf lv rg d st  colorbuffer  sr ax dp st accumbuffer  ms  cav
  id dep cl sp  sz l  ci b ro  r  g  b  a F gb bf th cl  r  g  b  a ns b eat
----------------------------------------------------------------------------
0x021 24 tc  0  32  0 r  y .   8  8  8  8 .  .  0 24  8  0  0  0  0  0 0 None
0x022 24 dc  0  32  0 r  y .   8  8  8  8 .  .  0 24  8  0  0  0  0  0 0 None
0x078 24 tc  0  32  0 r  y .   8  8  8  8 .  .  0  0  0  0  0  0  0  0 0 None
0x079 24 tc  0  32  0 r  . .   8  8  8  8 .  .  0  0  0  0  0  0  0  0 0 None
0x07a 24 tc  0  32  0 r  . .   8  8  8  8 .  .  0 24  8  0  0  0  0  0 0 None
0x07b 24 tc  0  32  0 r  y .   8  8  8  8 .  .  0 24  8 16 16 16 16  0 0 Slow
0x07c 24 dc  0  32  0 r  y .   8  8  8  8 .  .  0  0  0  0  0  0  0  0 0 None
0x07d 24 dc  0  32  0 r  . .   8  8  8  8 .  .  0  0  0  0  0  0  0  0 0 None
0x07e 24 dc  0  32  0 r  . .   8  8  8  8 .  .  0 24  8  0  0  0  0  0 0 None
0x07f 24 dc  0  32  0 r  y .   8  8  8  8 .  .  0 24  8  0  0  0  0  0 0 None
0x080 24 dc  0  32  0 r  y .   8  8  8  8 .  .  0 24  8 16 16 16 16  0 0 Slow
0x05f 32 tc  0  32  0 r  y .   8  8  8  8 .  .  0 24  8  0  0  0  0  0 0 None

24 GLXFBConfigs:
    visual  x   bf lv rg d st  colorbuffer  sr ax dp st accumbuffer  ms  cav
  id dep cl sp  sz l  ci b ro  r  g  b  a F gb bf th cl  r  g  b  a ns b eat
----------------------------------------------------------------------------
0x060  0 tc  0  16  0 r  y .   5  6  5  0 .  .  0  0  0  0  0  0  0  0 0 None
0x061  0 tc  0  16  0 r  . .   5  6  5  0 .  .  0  0  0  0  0  0  0  0 0 None
0x062  0 tc  0  16  0 r  y .   5  6  5  0 .  .  0 16  0  0  0  0  0  0 0 None
0x063  0 tc  0  16  0 r  . .   5  6  5  0 .  .  0 16  0  0  0  0  0  0 0 None
0x064 24 tc  0  32  0 r  y .   8  8  8  8 .  .  0  0  0  0  0  0  0  0 0 None
0x065 24 tc  0  32  0 r  . .   8  8  8  8 .  .  0  0  0  0  0  0  0  0 0 None
0x066 24 tc  0  32  0 r  y .   8  8  8  8 .  .  0 24  8  0  0  0  0  0 0 None
0x067 24 tc  0  32  0 r  . .   8  8  8  8 .  .  0 24  8  0  0  0  0  0 0 None
0x068  0 tc  0  16  0 r  y .   5  6  5  0 .  .  0 16  0  0  0  0  0  0 0 None
0x069  0 tc  0  16  0 r  y .   5  6  5  0 .  .  0 16  0 16 16 16  0  0 0 Slow
0x06a 32 tc  0  32  0 r  y .   8  8  8  8 .  .  0 24  8  0  0  0  0  0 0 None
0x06b 24 tc  0  32  0 r  y .   8  8  8  8 .  .  0 24  8 16 16 16 16  0 0 Slow
0x06c  0 dc  0  16  0 r  y .   5  6  5  0 .  .  0  0  0  0  0  0  0  0 0 None
0x06d  0 dc  0  16  0 r  . .   5  6  5  0 .  .  0  0  0  0  0  0  0  0 0 None
0x06e  0 dc  0  16  0 r  y .   5  6  5  0 .  .  0 16  0  0  0  0  0  0 0 None
0x06f  0 dc  0  16  0 r  . .   5  6  5  0 .  .  0 16  0  0  0  0  0  0 0 None
0x070 24 dc  0  32  0 r  y .   8  8  8  8 .  .  0  0  0  0  0  0  0  0 0 None
0x071 24 dc  0  32  0 r  . .   8  8  8  8 .  .  0  0  0  0  0  0  0  0 0 None
0x072 24 dc  0  32  0 r  y .   8  8  8  8 .  .  0 24  8  0  0  0  0  0 0 None
0x073 24 dc  0  32  0 r  . .   8  8  8  8 .  .  0 24  8  0  0  0  0  0 0 None
0x074  0 dc  0  16  0 r  y .   5  6  5  0 .  .  0 16  0  0  0  0  0  0 0 None
0x075  0 dc  0  16  0 r  y .   5  6  5  0 .  .  0 16  0 16 16 16  0  0 0 Slow
0x076 24 dc  0  32  0 r  y .   8  8  8  8 .  .  0 24  8  0  0  0  0  0 0 None
0x077 24 dc  0  32  0 r  y .   8  8  8  8 .  .  0 24  8 16 16 16 16  0 0 Slow

The line:
brwCreateContext: failed to init intel context
Is what is making me wonder if I need to dig into the renderer and do a workaround. Having separate renderers on this engine is a great idea. Having an engine that is modular and OOP is one of the main reasons I am trying to get this thing working.

Got dia....The class diagrams are very helpful. Thanks. :D

Also, What version of mesa are you running on your Ubunu set up? It looks like 10 is hard masked on gentoo. I am installing 9.2.5-r1 to see if my intel drivers are any better or newer.
adsicks
Posts:10
Joined:2014-02-11, 12:26

Re: No fonts in Demos

Post by adsicks » 2014-02-27, 04:36

Mark this as solved. Mesa-9.2.5-r1 fixed this issue. I guess it is too bleeding edge for Portage stable as yet. Not sure why 9.1.6 didn't play well with your engine, but figuring this out saves a lot of headache...

Works in a XP vbox also at a whopping 2.5 fps (what I would expect), but hey, it all rendered....
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Carsten
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Re: No fonts in Demos

Post by Carsten » 2014-02-27, 16:56

adsicks wrote:Mark this as solved. Mesa-9.2.5-r1 fixed this issue.
Thanks for the feed-back, it's great to hear that! :wohow:

(I'll still try and finish my second attempt at Gentoo and see where it gets me, but now certainly at a more leisurely pace. :cheesy: )
Best regards,
Carsten
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