0.47 lighting issue

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qwertyphant
Posts: 2
Joined: 13 Jun 2021, 13:37

0.47 lighting issue

Post by qwertyphant »

Running M1 MacBook Air, OS X 11.3

I'm guessing this is a lighting issue, I've attached a screenshot of Balmora, showing a red tint on certain objects, also on the minimap too. No graphical mods were installed.

This issue does not appear when using 0.46.

Image
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AnyOldName3
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Joined: 26 Nov 2015, 03:25

Re: 0.47 lighting issue

Post by AnyOldName3 »

We added a fix for some graphical issues when shadows are enabled on MacOS yesterday, so you might want to try updating.
qwertyphant
Posts: 2
Joined: 13 Jun 2021, 13:37

Re: 0.47 lighting issue

Post by qwertyphant »

Using the latest dev build produces the same result unfortunately.

Both the "shaders" and "shaders compatibility" lighting method cause this issue.
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Bessarion
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Joined: 08 Nov 2016, 20:02

Re: 0.47 lighting issue

Post by Bessarion »

I'm running into the same issue with 0.47 RC2 on an M1 MacBook Pro, macOS 11.4. It affects some parts of the landscape, some items, etc., seemingly at random. Turning off all shadows makes no difference, nor does loading only Morrowind.esm.
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psi29a
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Re: 0.47 lighting issue

Post by psi29a »

It would be great to solve this issue, but it is borderline also not one of our supported targets since it is not an Intel Mac but an Arm mac.

We'll see what we can do. We also do not have any developers that have a M1 Mac.

There are 'special' instructions on someone's blog about gettting openmw to work on an M1 Mac though... can't find it right now though, somewhere on the forums...
darkbasic
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Re: 0.47 lighting issue

Post by darkbasic »

psi29a wrote: 16 Jun 2021, 12:03 but it is borderline also not one of our supported targets since it is not an Intel Mac but an Arm mac.
Pretty soon there will be no more Intel Macs so you'd better support arm ones :)
psi29a wrote: 16 Jun 2021, 12:03We'll see what we can do. We also do not have any developers that have a M1 Mac.
Yeah that sucks: everything on Mac has to be more difficult and AFAIK you can't simply run Mac OS with qemu.
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psi29a
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Re: 0.47 lighting issue

Post by psi29a »

darkbasic wrote: 16 Jun 2021, 14:04 Pretty soon there will be no more Intel Macs so you'd better support arm ones :)
Well, if someone wants to step up and help out... MRs are welcome. :)
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wazabear
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Re: 0.47 lighting issue

Post by wazabear »

Any warnings in log, what about with

Code: Select all

OPENMW_DEBUG_OPENGL=true
environment variable? Don't have much to go on here, especially since I don't have access to anything close to a M1 mac.

Also, is it always that red tint, or just random discoloring?
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akortunov
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Re: 0.47 lighting issue

Post by akortunov »

As for me, it looks similar to red objects when using shadows on ARM (due to bug in GPU driver), which we had in the past.
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AnyOldName3
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Re: 0.47 lighting issue

Post by AnyOldName3 »

OPENMW_DEBUG_OPENGL doesn't work on Macs as it requires khr_debug and that came like a decade after Apple stopped adding OpenGL features.
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