2019-08-18 21:55 CEST

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IDProjectCategoryView StatusLast Update
0006225Spring engineGeneralpublic2019-06-04 00:00
Reporterlhog 
Assigned To 
PrioritylowSeverityminorReproducibilityalways
StatusnewResolutionopen 
Product Version104.0 +git 
Target VersionFixed in Version 
Summary0006225: spring-develop fails at switching shadows with '/shadows blabla'
DescriptionWhenever I try to switch /shadows to something else, shadows disappear and following warnings are issued:

Warning: FBO-SHADOW: None/Unsupported textures/buffers attached!
Warning: FBO-SHADOW-GL_CLAMP_TO_EDGE: None/Unsupported textures/buffers attached!
Warning: FBO-SHADOW-GL_ALPHA4: None/Unsupported textures/buffers attached!
Warning: FBO-SHADOW-GL_RED: None/Unsupported textures/buffers attached!
Error: [Init] failed to initialize depth-texture FBO

No further actions can restore shadows
Steps To Reproduce1. Load up latest develop with shadows enabled
2. Command /shadows 0
3. Command /shadows 1
4. Repeat 2 & 3

Observe Warnings/Error during steps 2, 3
TagsNo tags attached.
Checked infolog.txt for lua ErrorsIrrelevant
Attached Files

-Relationships
+Relationships

-Notes

~0019997

Kloot (developer)

can't reproduce with 1781, may be a config- or driver-specific issue.

is this bisectable to any recent build?

~0019998

lhog (reporter)

I've had a look the other day and the FBO initialization code looked almost the same as in maintenance (where /shadow flip works ok).

I'll try to roll back in time and see if it happens to the older builds.

~0019999

lhog (reporter)

Looks like the issue (don't laugh) is map dependent.

/shadows works perfectly on astroturf_v2_3a.sd7 and doesn't work on AlienDesert.sd7

I'm checking with develop compiled at https://github.com/spring/spring/pull/458
Can you check if it's repeatable on your end?

~0020000

lhog (reporter)

Disregard, the smaller sized shadow map can be created, but not the map of the original size (8192^2). On AlienDesert sometimes I happen to succeed with 7k, but then it fails too, so only 6k can be created reliably.

Needless to say I have 3/4 of GPU memory free.

~0020001

lhog (reporter)

This is what I see if I enable DebugGL:

[f=0000490] Warning: [OPENGL_DEBUG] id=0 source=API type=ERROR severity=HIGH msg="Unknown internal debug message. The NVIDIA OpenGL driver has encountered
an out of memory error. This application might
behave inconsistently and fail.
(pid=19912 spring.exe 32bit)"

I also tried x64/win build and I don't observe any errors like above or the bug. Now the question is: Is it NVidia shenanigans w.r.t. win32 drivers or x64 hides some spring bug. Guess we will never know, but looks like win32-develop is unreliable.

~0020002

lhog (reporter)

Ha, have a look at this message produced by 32-bits build:

[f=0001868] Warning: [OPENGL_DEBUG] id=1285 source=API type=ERROR severity=HIGH msg="GL_OUT_OF_MEMORY error generated. Failed to allocate CPU address space mapping for texture (consider building 64-bit app)."

~0020003

Kloot (developer)

It may be possible to free up some of the address space (which has been getting crowded), but I'd rather use this opportunity to drop 32-bit support for 105 altogether tbh. RFC from anyone who still cares.
+Notes

-Issue History
Date Modified Username Field Change
2019-05-24 23:23 lhog New Issue
2019-05-27 19:40 Kloot Note Added: 0019997
2019-05-27 21:51 lhog Note Added: 0019998
2019-06-02 20:13 lhog Note Added: 0019999
2019-06-02 20:24 lhog Note Added: 0020000
2019-06-02 23:44 lhog Note Added: 0020001
2019-06-03 00:01 lhog Note Added: 0020002
2019-06-04 00:00 Kloot Note Added: 0020003
+Issue History