View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0003107 | Spring engine | Mac OS X | public | 2012-06-08 10:22 | 2012-06-20 16:58 |
| Reporter | foxtrot | Assigned To | jK | ||
| Priority | normal | Severity | major | Reproducibility | always |
| Status | resolved | Resolution | fixed | ||
| Product Version | 89.0 | ||||
| Summary | 0003107: Shadow FBO setup incompatible with OSX/ati | ||||
| Description | ShadowHandler.cpp was ejecting "GL_FRAMEBUFFER_UNSUPPORTED_EXT" on me, so I changed the FBO setup in InitDepthTarget(), and did two things: 1. Used GL_CLAMP_TO_EDGE instead of GL_CLAMP_TO_BORDER in texture creation, otherwise the FBO will simply fail: https://github.com/spring/spring/blob/88.0/rts/Rendering/ShadowHandler.cpp#L227 2. Must have AtiHacks = 0 I was getting mixed results messing about with the depth buffer bits, so I'm not confident to say what's going on there. BTW, "GL_NEAREST" really sped up things, but had no effect on the acceptance of FBO buffer format. Applicable file: ShadowHandler.cpp, in CShadowHandler::InitDepthTarget() my springrc: AtiHacks = 0 LoadingMT = 0 Shadows = 1 with AtiHacks on or as -1, it doesn't work. Probably because of the color texture attaching, which ejects a "FBO-SHADOW: no/unsupported textures/buffers attached!" error. long story short, GL_CLAMP_TO_EDGE is the magic in my case. I'm on 10.6, with an ati 5670. 32 bit kernel with 64 bit spring compile. | ||||
| Tags | No tags attached. | ||||
| Checked infolog.txt for Errors | |||||
| Date Modified | Username | Field | Change |
|---|---|---|---|
| 2012-06-08 10:22 | foxtrot | New Issue | |
| 2012-06-11 01:32 | abma | Category | Gfx driver issues => Mac OS X |
| 2012-06-11 01:33 | abma | Severity | minor => major |
| 2012-06-11 10:12 | abma | Description Updated | |
| 2012-06-20 16:58 | jK | Status | new => resolved |
| 2012-06-20 16:58 | jK | Resolution | open => fixed |
| 2012-06-20 16:58 | jK | Assigned To | => jK |