View Issue Details

IDProjectCategoryView StatusLast Update
0000607FSSCPOpenGLpublic2006-06-01 18:32
ReporterImmortalZ Assigned Totaylor  
PrioritynormalSeveritymajorReproducibilityalways
Status resolvedResolutionfixed 
Platformx86 - Athlon64OSWindows XP ProfessionalOS VersionSP2 w/updates
Product Version3.6.7 
Summary0000607: Screwed up colors in OpenGL mode
DescriptionI get screwed up colors with OGL mode. Attaching a screen shot so you guys can understand what I mean. Using 3.6.7 official build. Can see the same thing with the G-20050728 build, T-20050812 build.
Steps To ReproduceProblem pronounced only when 32bit textures are enabled.
Additional InformationMy config:
A64 FX-55 on A8N-SLI Deluxe
BBA X800XT (Cat 5.10)
1GB RAM, ~500GB HDD
Dell 2005FPW 20" Widescreen.
TagsNo tags attached.

Activities

2005-11-02 06:16

 

OGL1.JPG (66,114 bytes)   
OGL1.JPG (66,114 bytes)   

2005-11-02 06:35

 

D3D.JPG (65,476 bytes)   
D3D.JPG (65,476 bytes)   

StratComm

2005-11-02 07:46

reporter   ~0003716

I'd hardly call that "screwed up" though. From what I can tell, the contrast and brightness may both defaulting higher in OGL than in D3D, which you can correct easily in options and with a couple of command line changes, but the actual textures being used look perfectly normal. What command lines are you using, out of curiousity?

ImmortalZ

2005-11-02 08:01

reporter   ~0003717

Last edited: 2005-11-02 08:07

I see it only when I use 32bit textures (check Advanced). If I dont enable 32bit texes, I dont see the problem, but I see visible dithering in the spash screen.

I cant fix it in the options screen brightness control. If I lower the brightness, it becomes darker and the effect is visible if the screen is visible (I hope its clear to understand - I'm a non-native speaker). Something to do with gamma?

Edit : Added a screenie without the 32 bit flag (E:\FreeSpace2\fs2_open_T-20050812.exe -mod Media_VPs -spec -glow -jpgtga -2d_poof -targetinfo -smart_shields -snd_preload )

Edit : My apologies if I've blown the problem out of proportion. I'm trying to get some nice screenshots with spec and env. mapping. I've been searching for a build with env mapping for a couple of days and this problem cropping up has me on the edge :(

edited on: 11-02-05 03:07

2005-11-02 08:04

 

OGL16bit.JPG (66,638 bytes)   
OGL16bit.JPG (66,638 bytes)   

StratComm

2005-11-02 08:07

reporter   ~0003718

Last edited: 2005-11-02 08:13

If you're using PCX32, you'll probably want to disable it. It causes more slowdown than it's worth, especially since about the only thing it fixes is the dithering on certain splash screens. And if you've got jpg/tga textures enabled, the splash screen at loadup should be clean of dithering anyway.

And you should probably be informed that environment mapping doesn't work under OGL right now anyway.

EDIT: Ah, I see it now. OGL is typically a little brighter than D3D in general (adjusting gamma will take care of that in the interface, adjusting ambient light (-ambient_factor X) will fix it in models once you get the interface right. The problem looks like the partial transparency of the windows is getting lost in OGL with -pcx32 on, but it's a corner case and I'm almost certain that it will have virtually no effect in-mission.

edited on: 11-02-05 03:13

ImmortalZ

2005-11-02 08:15

reporter   ~0003719

Last edited: 2005-11-02 08:19

Ahhh, thanks a lot of the info. I was thinking that I needed to add that command line to make the game use 32bit textures. I saw dithering without jpg/tga textures disabled. Was trying to find which flag caused the problem. Thanks a lot for the infos StratComm.

Can you tell me where to find a build where env mapping works? HLP forums being down isnt helping a bit :(

Also, is it OK to post my observations with widescreen as bugs? I've noticed some stuff like disappearing particles at the edge of the screen.

Edit : I've tried adjusting the in-game brightness control and it doesnt work. It is like the base image is like that (with the bad colours) and the brightness of that image is adjusted. But its of no relevance once I turn off -pcx32.

I'm trying to get some screenshots for a friend of mine who thinks FS2 looks like crap and refuses to try FS_OPEN (Heresy!!!), so I need to get the best cinematic effect (you understand why I'm trying to get env mapping :P). Whats the recommended amb. light factor? How do I install Lightspeed's ShineLT pack?

edited on: 11-02-05 03:19

StratComm

2005-11-02 08:49

reporter   ~0003720

Last edited: 2005-11-02 08:50

Widescreen support isn't very complete right now, so anything you notice there is fair game. Really this would be fair game if it weren't being directly caused by -pcx32, which IMHO is becoming more of a liability than a benefit. All textures besides PCX are loaded as 32 bits anyway (and the splash screen in the latest media VPs exists as a TGA, so any dithering you saw with -jpgtga on is a direct result of the source image). Also, I'm assuming you're running in a 32-bit video mode (video tab) all the time, since that is very necessary for proper gradients and such (and is not at all the same thing as -pcx32).

As for recommended values, I honestly don't know. I like -ambient_factor 85 personally (and I've seen others use it as well) and you can get some pretty good results with the extra -spec parameter lines though I can't remember what those are or what are reasonable values. Environment mapping (the reflecting of nebulas and planets on shiny parts of the ship) has never worked under OGL, so don't look for it there. Also, what video card do you have? If it's an ATI, then shinemapping is likely broken in D3D (driver issue, so it's effectively always been like that in code). OGL actually runs better in most cases as well, although that doesn't make much difference for your purposes.

Finally, I believe ShineLT is installed by extracting the contents of that pack into data/maps. However, I am fairly certain that those files have already been incorporated into the media vps so you've probably already got them. The shinemaps now are optimized (in most cases) for -alpha_env if you're using D3D, so you'll want to try that too.

edited on: 11-02-05 03:50

ImmortalZ

2005-11-02 09:24

reporter   ~0003721

Last edited: 2005-11-02 09:49

OK, I've run some tests and I cant seem to be able to enable env mapping in D3D. I have it ticked in the launcher and it doesnt show up. I've read in FSDoc that env mapping is there only in Bobbau builds? Where do I get one of those?

Edit : I should've looked closer. It does show up... only it looks weird without shinemapping. Pretty hard choice - env mapping with D3D and shinemapping with OGL. From what I've read on the Matis bugs, lack of shine mapping is cuz DX8 and 9 doesnt support it? Doesnt that mean ATI drivers actually confirm to the standard instead of being actually 'broken'?

edited on: 11-02-05 04:49

redmenace

2005-11-03 07:30

manager   ~0003729

Last edited: 2005-11-03 07:31

In the interim, till HLP is back, CVS builds are listed here
http://www.sectorgame.com/forums/viewtopic.php?t=1925

Also, should I assume that this is not really a bug at all and can therefore be closed?

edited on: 11-03-05 02:31

redmenace

2005-11-03 07:41

manager   ~0003732

Reminder sent to ImmortalZ

Id this a bug?

taylor

2005-11-03 08:18

administrator   ~0003733

This is likely a driver bug rather than a code bug but something in the code is probably triggering it. I can't replicate the same issue (assume we are all looking at the same thing) and it's so minor that I really don't care to worry about it right now. I'm in the process or merging in some of my experimental tree (start of OGL env mapping code too) stuff and that cleans up and fixes several things. Don't know whether or not this will be one of them but unless the issue shows up somewhere other than the menu there then it will likely just get left as is.

As far as the OGL vs. D3D brightness goes, I just need someone to tell me what values put in OGL match D3D. I've requested such info several times, put in a special cmdline option to adjust an extra OGL setting, and no one has bothered to let me know anything. I don't use D3D so I can't really test all the values myself.

ImmortalZ

2005-11-03 12:22

reporter   ~0003736

Last edited: 2005-11-03 12:26

Extremely sorry for the late reply.

I'm running Catalyst 5.10s. I can confirm that its there in every build I've tested. It only shows up with PCX32. I can confirm that adjusting the brightness options ingame doesnt help with the problem. I can post screen shots with different brightness levels in-game if you guys want it.

taylor, I would like to help you out with testing the OpenGL things if you want to. But I'm new to the "scene" and need some guiding with regards to the switches and all. But I'm competent with general computer use, so you wont need to tell me "click there, drag that" etc.

Also, the CVS builds I downloaded yesterday refuse to start. Even with a clean command line, it just doesnt appear at all. Running the debug build causes the generic windows crash dialog box. I'll test out the ones posted today and report.

edited on: 11-03-05 07:26

taylor

2005-11-05 00:39

administrator   ~0003751

I'm trying to merge in some of my experimental trees which have various texture loading/handling changes, several OpenGL changes, and brings back -img2dds. Maybe this will get fixed with those changes, it may get much worse. We'll find out next week. :)

ImmortalZ

2005-11-05 04:19

reporter   ~0003753

Will it have env. mapping? :)

taylor

2005-11-05 06:23

administrator   ~0003756

Only the start of the changes. The full feature requires more changes than I am willing to commit right now. I'm getting most of the other features in the weekend though so there will be less of an issue for me to commit the rest at a later date. Also know that env mapping will only work if your card/driver support FBOs (GL_EXT_framebuffer_object) so even when env support gets in the builds you may not be able to use it.

ImmortalZ

2005-11-05 17:21

reporter   ~0003762

Last edited: 2005-11-05 17:22

My initial 15mins of Googling suggests that NV only supports that extension only in Beta drivers. Good thing I have an ATI :)

edited on: 11-05-05 12:22

taylor

2005-11-05 19:38

administrator   ~0003764

It's been in NVIDIA drivers for quite a few months actually. It hit ATI drivers shortly after it was in official NVIDIA drivers. It just became available under OS X (with the 10.4.3 update) which was the main holdout for getting the code finalized and in CVS.

taylor

2005-12-23 06:13

administrator   ~0004043

* BUMP *

Is the original issue still a problem?

ImmortalZ

2005-12-23 16:26

reporter   ~0004044

Its been a while since I played with your latest builds since my university exams are going on. The original issue was something related to the pcx32 as I could no longer notice it after disabling the command line flag. OGL DID seem brighter than D3D using the same gamma settings though. I'll get back to you as soon as possible once I get computer access again ( ~ 3/1/06) - which reminds me, Happy New Year and Merry Christmas to the dev team!

taylor

2006-05-22 18:13

administrator   ~0005564

* BUMP *

Just checking if this is still an issue. No one seems to still have a problem here and I can't recreate it. I'm going to assume that this was fixed by all of my various changes unless someone can still replicate the problem.

taylor

2006-06-01 18:32

administrator   ~0005695

No comment to the contrary, assuming this was fixed.


Fixered.

Issue History

Date Modified Username Field Change
2005-11-02 06:16 ImmortalZ New Issue
2005-11-02 06:16 ImmortalZ File Added: OGL1.JPG
2005-11-02 06:35 ImmortalZ File Added: D3D.JPG
2005-11-02 07:46 StratComm Note Added: 0003716
2005-11-02 08:01 ImmortalZ Note Added: 0003717
2005-11-02 08:04 ImmortalZ File Added: OGL16bit.JPG
2005-11-02 08:07 ImmortalZ Note Edited: 0003717
2005-11-02 08:07 StratComm Note Added: 0003718
2005-11-02 08:08 StratComm Note Edited: 0003718
2005-11-02 08:13 StratComm Note Edited: 0003718
2005-11-02 08:15 ImmortalZ Note Added: 0003719
2005-11-02 08:19 ImmortalZ Note Edited: 0003719
2005-11-02 08:49 StratComm Note Added: 0003720
2005-11-02 08:50 StratComm Note Edited: 0003720
2005-11-02 09:24 ImmortalZ Note Added: 0003721
2005-11-02 09:49 ImmortalZ Note Edited: 0003721
2005-11-03 07:30 redmenace Note Added: 0003729
2005-11-03 07:31 redmenace Note Edited: 0003729
2005-11-03 07:31 redmenace Note Edited: 0003729
2005-11-03 07:41 redmenace Note Added: 0003732
2005-11-03 08:18 taylor Note Added: 0003733
2005-11-03 12:22 ImmortalZ Note Added: 0003736
2005-11-03 12:26 ImmortalZ Note Edited: 0003736
2005-11-05 00:39 taylor Note Added: 0003751
2005-11-05 04:19 ImmortalZ Note Added: 0003753
2005-11-05 06:23 taylor Note Added: 0003756
2005-11-05 06:23 taylor Status new => assigned
2005-11-05 06:23 taylor Assigned To => taylor
2005-11-05 17:21 ImmortalZ Note Added: 0003762
2005-11-05 17:22 ImmortalZ Note Edited: 0003762
2005-11-05 19:38 taylor Note Added: 0003764
2005-12-23 06:13 taylor Note Added: 0004043
2005-12-23 16:26 ImmortalZ Note Added: 0004044
2006-05-22 18:13 taylor Note Added: 0005564
2006-06-01 18:32 taylor Status assigned => resolved
2006-06-01 18:32 taylor Resolution open => fixed
2006-06-01 18:32 taylor Note Added: 0005695