OpenSceneGraph port now playable

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cc9cii
Posts: 434
Joined: 28 Mar 2013, 04:01

Re: OpenSceneGraph port now playable

Post by cc9cii » 08 Jun 2015, 21:56

Sometimes I get:

Code: Select all

Warning: detected OpenGL error 'invalid framebuffer operation' at after RenderBin::draw(..)
Warning: detected OpenGL error 'invalid framebuffer operation' at after RenderBin::draw(..)
Warning: detected OpenGL error 'invalid framebuffer operation' at after RenderBin::draw(..)
Warning: detected OpenGL error 'invalid framebuffer operation' at after RenderBin::draw(..)
Warning: detected OpenGL error 'invalid framebuffer operation' at after RenderBin::draw(..)

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sjek
Posts: 407
Joined: 22 Nov 2014, 10:51

Re: OpenSceneGraph port now playable

Post by sjek » 08 Jun 2015, 21:58

I guess if worse comes to worse I might put up an XP VM and compile OpenMW on there as well, for the people still using that old OS.
no hurry on my part :mrgreen: if need it badly can probaply more easily to build it on opensuse or other here. windows xp thought is the lightest next to linus. but for the heck of it (virtual anyway running) there's no ogre anymore in it.

thanks and good parties

edit2:
https://blog.inventic.eu/2013/08/gettic ... windowsxp/ it's always good to do google search first..
there's talks providing update for combapility so maybe easier one.
didn't find anything with GetTickCount64 from osg source or forums
https://bugreports.qt.io/browse/QTBUG-39640
possibly compiler error. starts to go over my head, as said.
Last edited by sjek on 08 Jun 2015, 22:48, edited 3 times in total.
"life is crazy"
"craziness has beauty which only crazies understand" some movie clip in the head.
https://wiki.openmw.org/index.php?title=Testing

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wareya
Posts: 92
Joined: 09 May 2015, 13:07

Re: OpenSceneGraph port now playable

Post by wareya » 08 Jun 2015, 22:24

Is the zbuffer is extremely low resolution for some reason? The edges of any remotely distant objects sawblade like hell. With with FoV change, it doesn't flicker or move, either. Yes, I get zfighting on mid-distance objects that aren't overlapping, too.
http://i.imgur.com/rgVs2Oz.jpg
Look at the rock in the middle of the screen.

EDIT:
Setting "near clip" in settings.cfg to something like 16 helped. (it was 5, before.) So weird, though.

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raevol
Posts: 2502
Joined: 07 Aug 2011, 01:12
Location: Caldera

Re: OpenSceneGraph port now playable

Post by raevol » 08 Jun 2015, 22:46

sandstranger wrote:I successfully build openmw with osg for android. It not work yet because there is no shaders
Wow nice! That's cool to hear though.

Chris
Posts: 1299
Joined: 04 Sep 2011, 08:33

Re: OpenSceneGraph port now playable

Post by Chris » 08 Jun 2015, 23:10

cc9cii wrote:EDIT: disabling the high res intro video stops the crash
What high res intro video are you using? I'm using high res mw_logo/menu_background videos (1440x900) without problems.

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cc9cii
Posts: 434
Joined: 28 Mar 2013, 04:01

Re: OpenSceneGraph port now playable

Post by cc9cii » 08 Jun 2015, 23:39

Code: Select all

ffprobe version N-65840-g7444cf9 Copyright (c) 2007-2014 the FFmpeg developers
  built on Aug 22 2014 22:17:06 with gcc 4.8.3 (GCC)
  configuration: --disable-static --enable-shared --enable-gpl --enable-version3
 --disable-w32threads --enable-avisynth --enable-bzlib --enable-fontconfig --ena
ble-frei0r --enable-gnutls --enable-iconv --enable-libass --enable-libbluray --e
nable-libbs2b --enable-libcaca --enable-libfreetype --enable-libgme --enable-lib
gsm --enable-libilbc --enable-libmodplug --enable-libmp3lame --enable-libopencor
e-amrnb --enable-libopencore-amrwb --enable-libopenjpeg --enable-libopus --enabl
e-librtmp --enable-libschroedinger --enable-libsoxr --enable-libspeex --enable-l
ibtheora --enable-libtwolame --enable-libvidstab --enable-libvo-aacenc --enable-
libvo-amrwbenc --enable-libvorbis --enable-libvpx --enable-libwavpack --enable-l
ibwebp --enable-libx264 --enable-libx265 --enable-libxavs --enable-libxvid --ena
ble-decklink --enable-zlib
  libavutil      54.  6.100 / 54.  6.100
  libavcodec     56.  0.101 / 56.  0.101
  libavformat    56.  2.100 / 56.  2.100
  libavdevice    56.  0.100 / 56.  0.100
  libavfilter     5.  0.102 /  5.  0.102
  libswscale      3.  0.100 /  3.  0.100
  libswresample   1.  1.100 /  1.  1.100
  libpostproc    53.  0.100 / 53.  0.100
Input #0, bink, from 'mw_intro_rn.bik':
  Duration: 00:00:57.46, start: 0.000000, bitrate: 8350 kb/s
    Stream #0:0[0x0]: Video: binkvideo (BIKi / 0x694B4942), yuv420p, 1280x720, 2
4 fps, 24 tbr, 24 tbn, 24 tbc
    Stream #0:1[0x0]: Audio: binkaudio_dct, 48000 Hz, stereo, fltp
Note that I renamed the file to stop the crash. Looks like 1280x720 version. I have higher resolution versions lying around somewhere, will test if I find them.

Chris
Posts: 1299
Joined: 04 Sep 2011, 08:33

Re: OpenSceneGraph port now playable

Post by Chris » 09 Jun 2015, 00:43

Is the file available online anywhere for other people to test out?


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scrawl
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Re: OpenSceneGraph port now playable

Post by scrawl » 09 Jun 2015, 02:01

Just pushed a sizable performance improvement for exteriors (~2ms in my testing).

Chris
Posts: 1299
Joined: 04 Sep 2011, 08:33

Re: OpenSceneGraph port now playable

Post by Chris » 09 Jun 2015, 02:27

Unfortunately I can't reproduce the problem, it works just fine for me. Can any other Windows users try it?

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