Author Topic: 2012/08/10 - Bugs  (Read 146042 times)

This topic probably needs a name change - it's getting pretty far down here.

How long until these increasingly absurd transparency issues merit another big graphics update?

How long until these increasingly absurd transparency issues merit another big graphics update?

I don't care, I just want my partially transparent shield to stop making bricks, fx planes, and occasionally players and vehicles behind it invisible.

I've had a problem recently on my Macbook in which when I use an onActivate event, my Blockland crashes. It has happened even with a simple centerPrint output.

This topic probably needs a name change - it's getting pretty far down here.

This should be stickied or something since it currently seems to pertain to all versions.

What does this mean? Fatal-ISV: (../../engine/bricks/octBatcher.h @ 23) octVertex::validate - out of range pos.y I crash whenever that happens.

What does this mean? Fatal-ISV: (../../engine/bricks/octBatcher.h @ 23) octVertex::validate - out of range pos.y I crash whenever that happens.
If memory serves, a broken DTS model or brick.

If memory serves, a broken DTS model or brick.
How do if fix it?

If I F8 around for more than like 10 seconds at a time my client times out but still remains connected to the server.

If a fxLight is placed exactly on the edge of a brick (e.g. using the collision position from a raycast), it seems to create no light whatsoever. This is something I'd really love to see fixed.

Badspot

  • Administrator
If a fxLight is placed exactly on the edge of a brick (e.g. using the collision position from a raycast), it seems to create no light whatsoever. This is something I'd really love to see fixed.

In this case the light would not be hitting the front surface of the plane so the plane will not be lit.  This is how lighting works.  It cannot be "fixed".  You should offset the light position using the raycast direction or collision normal. 

What does this mean? Fatal-ISV: (../../engine/bricks/octBatcher.h @ 23) octVertex::validate - out of range pos.y I crash whenever that happens.

It normally is corrupt textures or as Demian said a broken DTS model or brick. Try this command in your console before you join the server that causes that error:
Code: [Select]
flushtexturecache(); and see if that fixes it.

In this case the light would not be hitting the front surface of the plane so the plane will not be lit.  This is how lighting works.  It cannot be "fixed".  You should offset the light position using the raycast direction or collision normal. 

Yeah, but I've also tried moving it away slightly. There seems to be a minimum distance before it actually gets any light.

Code: [Select]
Checking for shader shadow support:
   - Enabled via $Shader::Enabled? YES
   - ARB_shader_objects?           YES
   - ARB_shading_language_100?     YES
   - EXT_texture_array?            YES
   - EXT_texture3D?                YES
   - glTexImage3D?                 YES
   - EXT_framebuffer_object?       YES
   - ARB_shadow?                   YES
   - OpenGL Version?               3.1.0 - Build 8.15.10.2622
   - GLSL Language Version?        1.40  - Intel Build 8.15.10.2622
   o Shaders are                   ACTIVE

\dev\Blockland\trunk\engine\bricks\octShadows.cpp:176 - GL Error: 1281 - GL_INVALID_VALUE
Regenerating Shadow Map FBOs...
Creating shader program from shaders/renderCsm_vert.glsl and shaders/renderCsm_frag.glsl...
Compile failed on shaders/renderCsm_vert.glsl:
ERROR: 0:2: '' :  extension 'GL_EXT_texture_array' is not supported
WARNING: 0:3: extension 'GL_EXT_texture_array' is not supported



ERROR: renderCsm_prog shader compilation failed, disabling shaders
Wasn't this supposed to be fixed in r1730? Or is Intel still not supported and I didn't hear about it?

Using a Thinkpad T420 right now with an i5-2540M and HD3000. I get the same error too on my other laptop which also has a HD3000 card.

Badspot

  • Administrator
Code: [Select]
Checking for shader shadow support:
   - Enabled via $Shader::Enabled? YES
   - ARB_shader_objects?           YES
   - ARB_shading_language_100?     YES
   - EXT_texture_array?            YES
   - EXT_texture3D?                YES
   - glTexImage3D?                 YES
   - EXT_framebuffer_object?       YES
   - ARB_shadow?                   YES
   - OpenGL Version?               3.1.0 - Build 8.15.10.2622
   - GLSL Language Version?        1.40  - Intel Build 8.15.10.2622
   o Shaders are                   ACTIVE

\dev\Blockland\trunk\engine\bricks\octShadows.cpp:176 - GL Error: 1281 - GL_INVALID_VALUE
Regenerating Shadow Map FBOs...
Creating shader program from shaders/renderCsm_vert.glsl and shaders/renderCsm_frag.glsl...
Compile failed on shaders/renderCsm_vert.glsl:
ERROR: 0:2: '' :  extension 'GL_EXT_texture_array' is not supported
WARNING: 0:3: extension 'GL_EXT_texture_array' is not supported



ERROR: renderCsm_prog shader compilation failed, disabling shaders
Wasn't this supposed to be fixed in r1730? Or is Intel still not supported and I didn't hear about it?

Using a Thinkpad T420 right now with an i5-2540M and HD3000. I get the same error too on my other laptop which also has a HD3000 card.

In cases like this, the video driver is straight up lying to openGL.  Not much I can do about that. 

Blockland is crashing on "Creating a new rendering context (2)..."

Tried reinstalling twice and editing resolution. Any help?