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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
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0004644 | Spring engine | General | public | 2015-01-08 15:17 | 2015-01-14 22:44 | ||||
Reporter | Google_Frog | ||||||||
Assigned To | jK | ||||||||
Priority | normal | Severity | major | Reproducibility | always | ||||
Status | closed | Resolution | no change required | ||||||
Product Version | 98.0.1+git | ||||||||
Target Version | Fixed in Version | ||||||||
Summary | 0004644: 98.0.1-258 Some models turn invisible when nearby units are reverse built | ||||||||
Description | There is a set of units in ZK such that viewing a partially reclaimed (with reverse build) unit causes all units in the set to turn invisible. Anarchid thinks it is to do with normals because it looks like every unit in the set has normals. Some units which have normals do not have the problem. Anarchid should be able to provide more information about this later. http://i.imgur.com/iSvGEfe.png | ||||||||
Steps To Reproduce | Spawn an armsolar. Partially reclaim it. | ||||||||
Additional Information | Sometimes partially reclaimed a bugged unit can cause ATI players to crash. | ||||||||
Tags | No tags attached. | ||||||||
Checked infolog.txt for Errors | |||||||||
Attached Files |
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abma (administrator) 2015-01-08 20:41 |
infolog.txt? also please set DebugGL=1 please if not already done. |
Google_Frog (reporter) 2015-01-09 02:28 |
Here is an infolog of a crash http://pastebin.com/2Gzrj9NW |
Google_Frog (reporter) 2015-01-09 06:50 |
I have attached a DebugGL=1 infolog from myself. Also I noticed that the invisibility seems to have an ordering. Spawn a block of a single unit type and partially reclaim one of the units. Only some of the units will be invisible, including the nanoframe of the partially reclaimed unit. If you repeat this with any of the units that turned invisible then less will turn invisible. This order does not match unitID. It is as if partially reclaimed units mess up the drawing for the units that come after them. Units of a single type occur in chunks in the ordering. Partially reclaiming some unit types will never cause earlier types to become invisible. |
cleanrock (reporter) 2015-01-09 07:54 |
Seem like this visual bug only happen with AdvUnitShading enabled. I see this bug also with 98.0. |
Google_Frog (reporter) 2015-01-09 09:40 |
Here is a fragment of something from someone with ATI who crashes. [f=0001669] Error: OpenGL: source<API> type<error> id<2269> severity<high>: glUniformMatrix4fv has failed to set the uniform at location '32': the uniform's type, component size, or matrix dimensions are incompatible with the function variant (GL_INVALID_OPERATION) [f=0001669] Error: OpenGL: source<API> type<error> id<2269> severity<high>: glUniform3f has failed to set the uniform at location '33': the uniform's type, component size, or matrix dimensions are incompatible with the function variant (GL_INVALID_OPERATION) [f=0001669] Error: OpenGL: source<API> type<error> id<2269> severity<high>: glUniformMatrix4fv has failed to set the uniform at location '39': the uniform's type, component size, or matrix dimensions are incompatible with the function variant (GL_INVALID_OPERATION) [f=0001669] Error: Spring 98.0.1-258-gab1948e develop has crashed. I will try to get a full infolog. |
abma (administrator) 2015-01-09 11:47 |
translated: C:\Windows\system32\atioglxx.dll 0x0432E3EF ??:0 C:\Windows\system32\atioglxx.dll 0x042FAFE1 ??:0 C:\Windows\system32\atioglxx.dll 0x03D8AEA6 ??:0 E:\Games\Spring\engine\98.0.1-258-gab1948e\spring.exe 0x006CBE01 /opt/mxe/usr/lib/gcc/i686-w64-mingw32/4.8.1/include/c++/bits/stl_vector.h:646 E:\Games\Spring\engine\98.0.1-258-gab1948e\spring.exe 0x006D0AAE rts/Rendering/UnitDrawerState.cpp:105 |
abma (administrator) 2015-01-09 12:08 |
with the config settings from InvisibleUnitsOpenGLerror.txt i can reproduce the invisible building, but i get A LOT of opengl errors. with default settings it works fine. but i'm using the open-source opengl driver, so not sure if the errors are the same but regardingless of that, they should be fixed. |
abma (administrator) 2015-01-09 12:15 Last edited: 2015-01-09 19:34 |
in 0004645 i've set DebugGLStacktraces = 1 (this makes spring crash/create a stacktrace when an opengl error happens) |
jK (developer) 2015-01-14 22:44 |
1. lua bug in zerok-k not engine 2. not my fault cause zk doesn't use my code: https://github.com/jk3064/Custom-Unit-Shader-Framework bug is here: https://github.com/ZeroK-RTS/Zero-K/blob/master/LuaRules/Gadgets/CustomUnitShaders/main.lua#L346 (tip: the zk version of the gadget doesn't got any synced part) |
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Date Modified | Username | Field | Change |
---|---|---|---|
2015-01-08 15:17 | Google_Frog | New Issue | |
2015-01-08 20:41 | abma | Note Added: 0013901 | |
2015-01-08 20:41 | abma | Status | new => feedback |
2015-01-09 02:28 | Google_Frog | Note Added: 0013902 | |
2015-01-09 02:28 | Google_Frog | Status | feedback => new |
2015-01-09 06:43 | Google_Frog | File Added: InvisibleUnitsOpenGLerror.txt | |
2015-01-09 06:50 | Google_Frog | Note Added: 0013903 | |
2015-01-09 07:54 | cleanrock | Note Added: 0013904 | |
2015-01-09 09:40 | Google_Frog | Note Added: 0013905 | |
2015-01-09 11:47 | abma | Note Added: 0013906 | |
2015-01-09 12:06 | abma | File Added: infolog.txt | |
2015-01-09 12:08 | abma | Note Added: 0013907 | |
2015-01-09 12:13 | abma | Relationship added | related to 0004645 |
2015-01-09 12:15 | abma | Note Added: 0013908 | |
2015-01-09 19:34 | abma | Note Edited: 0013908 | View Revisions |
2015-01-14 22:44 | jK | Note Added: 0013924 | |
2015-01-14 22:44 | jK | Status | new => closed |
2015-01-14 22:44 | jK | Assigned To | => jK |
2015-01-14 22:44 | jK | Resolution | open => no change required |