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Rainbow glitch polygons on early 2008 MacBook Pro (NVIDIA GeForce 8600M GT 256 MB) #2

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0joshuaolson1 opened this issue Nov 3, 2014 · 6 comments

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@0joshuaolson1
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My laptop is running 10.10 Yosemite with OpenGL 3. After correcting the target OS version in Milligram/mgSendLog/BuildOSX/mgSendLog.xcodeproj and building in Xcode 6.1, every demo and game runs, but each varies in how many rainbow squares are in the upper left corner (and in SeaOfMemes with a rectangle in the upper right). These block most of the view, and do not change size after window resizing. In GuiTestAll (but not TestCube for some reason) they disappear precisely while the player is moving forward or backward, and the whole screen is obscured. In SaucerMovie, the squares become more orange once the saucers start coming. In Trees, the color oscillates, with a more triangular pattern at times, sometimes stopping or switching between only two patterns. DontHitMe has no problems at all with the exception of a possible rainbow cursor square.

The small rainbow square appears wherever the pointer is in the window (unless the other squares disappear). In Landscape and Crafty, other rainbow polygons show up around the edge of the screen. One benefit of the fact that the big grid of squares often disappears during screenshots is that we get a better view of those aberrations.

crafty
crafty landscapew ogrid
craftystillredrawing1
craftystillredrawing2
donthitmemissingcursorsquare
guitestall
guitestallmovingf b
saucermovie2
seaofmemes
testcube
trees1
trees2
trees3
trees4 saucermovie1
crafty landscapew ogrid

@mgoodfel
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mgoodfel commented Nov 4, 2014

Do you ever see the correct textures? (not gray).

I'll try upgrading my machine to 10.10 and see if it fails. Meanwhile,
look in the errors.txt log that the programs write and see if you are
actually getting OpenGL 3.2, not 2.1. I'm not sure the old 2.1 support
still works.

Michael.

On 11/3/2014 3:09 PM, Joshua Olson wrote:

My laptop is running 10.10 Yosemite with OpenGL 3. After correcting
the target OS version in
Milligram/mgSendLog/BuildOSX/mgSendLog.xcodeproj and building in Xcode
6.1, every demo and game runs, but each varies in how many rainbow
squares are in the upper left corner (and in SeaOfMemes with a
rectangle in the upper right). These block most of the view, and do
not change size after window resizing. In GuiTestAll (but not TestCube
for some reason) they disappear precisely while the player is moving
forward or backward, and the whole screen is obscured. In SauverMovie,
the squares become more orange once the saucers start coming. In
Trees, the color oscillates, with a more triangular pattern at times,
sometimes stopping or switching between only two patterns. DontHitMe
has no problems at all with the exception of a possible rainbow cursor
square.

The small rainbow square appears wherever the pointer is in the window
(unless the other squares disappear). In Landscape and Crafty, other
rainbow polygons show up around the edge of the screen. One benefit of
the fact that the big grid of squares often disappears during
screenshots is that we get a better view of those aberrations.

crafty
https://cloud.githubusercontent.com/assets/1666682/4892041/27c222ec-63ae-11e4-8189-8969108438f7.png
crafty landscapew ogrid
https://cloud.githubusercontent.com/assets/1666682/4892042/2806d90a-63ae-11e4-9e7e-a9f3af2c5ba1.png
craftystillredrawing1
https://cloud.githubusercontent.com/assets/1666682/4892043/281855a4-63ae-11e4-8881-5effb4a8d417.png
craftystillredrawing2
https://cloud.githubusercontent.com/assets/1666682/4892044/28226e68-63ae-11e4-86f8-df274216c6c7.png
donthitmemissingcursorsquare
https://cloud.githubusercontent.com/assets/1666682/4892045/28351978-63ae-11e4-8e97-0c4d663e00cb.png
guitestall
https://cloud.githubusercontent.com/assets/1666682/4892046/2849e498-63ae-11e4-90c4-44656781acd9.png
guitestallmovingf b
https://cloud.githubusercontent.com/assets/1666682/4892048/28590216-63ae-11e4-8e50-2009f9631ab4.png
saucermovie2
https://cloud.githubusercontent.com/assets/1666682/4892050/285d2b02-63ae-11e4-92a9-b3a2dad36781.png
seaofmemes
https://cloud.githubusercontent.com/assets/1666682/4892047/285694a4-63ae-11e4-979c-4496fa3fedd7.png
testcube
https://cloud.githubusercontent.com/assets/1666682/4892051/285d59e2-63ae-11e4-8f35-29a9ad118c7e.png
trees1
https://cloud.githubusercontent.com/assets/1666682/4892049/28595496-63ae-11e4-88ad-6da12e95e8bf.png
trees2
https://cloud.githubusercontent.com/assets/1666682/4892052/2867003c-63ae-11e4-861c-6a07df3f247e.png
trees3
https://cloud.githubusercontent.com/assets/1666682/4892053/286dfd6a-63ae-11e4-8bbe-9b542b9ae827.png
trees4 saucermovie1
https://cloud.githubusercontent.com/assets/1666682/4892054/287023d8-63ae-11e4-8a0b-5463646c58ca.png
crafty landscapew ogrid
https://cloud.githubusercontent.com/assets/1666682/4892058/2ef9bab6-63ae-11e4-8073-86a42cfb7df1.png


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#2.

@0joshuaolson1
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errors.txt from Sea of Memes:

:Program: SeaOfMemes
:Program Version: Part 83
:Machine Id: 99878FB4-34D1-58BB-B850-2E6778DA5FEF
:OS: Darwin
:Machine 64-bit: true
:Machine Monitor count: 1
:Machine Monitor res: 1440 by 900
:Machine TimerRes: 0.0062044 ms
:Machine CPU count: 2
:OS OSX Version: Version 10.10 (Build 14A389)
Options:
platform:
graphicsTiming: true
fullscreen: false
multisample: true
displayMemory: 200
systemMemory: 400
viewDistance: 300
threadCount: 0
fov: 60
windowX: 100
windowY: 100
windowWidth: 1024
windowHeight: 768
metricUnits: true
shaderDir: docs/shaders
deskcursor: docs/cursors/arrowCursor.xml
movecursor: docs/cursors/crossCursor.xml
...
Using OpenGL version 3.2
compile overlay shader:
vertex shader compiled.
fragment shader compiled.
:OpenGL device vendor: NVIDIA Corporation
:OpenGL device renderer: NVIDIA GeForce 8600M GT OpenGL Engine
:OpenGL version: 3.3 NVIDIA-10.0.19 310.90.10.05b12
:OpenGL shader version: 3.30
:GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: 198656
:GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: 48
:GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: 200704
:GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS: 198656
:GL_MAX_COMBINED_UNIFORM_BLOCKS: 36
:GL_MAX_CUBE_MAP_TEXTURE_SIZE: 8192
:GL_MAX_DRAW_BUFFERS: 8
:GL_MAX_ELEMENTS_INDICES: 150000
:GL_MAX_ELEMENTS_VERTICES: 1048575
:GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: 2048
:GL_MAX_FRAGMENT_UNIFORM_BLOCKS: 12
:GL_MAX_FRAGMENT_INPUT_COMPONENTS: 128
:GL_MIN_PROGRAM_TEXEL_OFFSET: -8
:GL_MAX_PROGRAM_TEXEL_OFFSET: 7
:GL_MAX_RECTANGLE_TEXTURE_SIZE: 8192
:GL_MAX_TEXTURE_IMAGE_UNITS: 16
:GL_MAX_TEXTURE_LOD_BIAS: 15
:GL_MAX_TEXTURE_SIZE: 8192
:GL_MAX_RENDERBUFFER_SIZE: 8192
:GL_MAX_ARRAY_TEXTURE_LAYERS: 512
:GL_MAX_TEXTURE_BUFFER_SIZE: 134217728
:GL_MAX_UNIFORM_BLOCK_SIZE: 65536
:GL_MAX_VERTEX_ATTRIBS: 16
:GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: 16
:GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS: 16
:GL_MAX_VERTEX_UNIFORM_COMPONENTS: 4096
:GL_MAX_VERTEX_OUTPUT_COMPONENTS: 64
:GL_MAX_GEOMETRY_UNIFORM_COMPONENTS: 2048
:GL_MAX_SAMPLE_MASK_WORDS: 1
:GL_MAX_COLOR_TEXTURE_SAMPLES: 8
:GL_MAX_DEPTH_TEXTURE_SAMPLES: 8
:GL_MAX_DEPTH_TEXTURE_SAMPLES: 8
:GL_MAX_INTEGER_SAMPLES: 1
:GL_MAX_UNIFORM_BUFFER_BINDINGS: 36
:GL_MAX_UNIFORM_BLOCK_SIZE: 65536
:GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: 256
:GL_MAX_VERTEX_UNIFORM_BLOCKS: 12
:GL_MAX_GEOMETRY_UNIFORM_BLOCKS: 12
:GL_MAX_GEOMETRY_INPUT_COMPONENTS: 64
:GL_MAX_GEOMETRY_OUTPUT_COMPONENTS: 128
screen is 1440 pixels/332 mm = 110 dpi

------ display initialized. Return to app: SeaOfMemes, Part 83
...
vertex shader mgOverlayTextM2 compiled
fragment shader mgOverlayTextM2 compiled
...
shader docs/shaders/GL33/NVIDIA/unlitTexture.vs compiled
...
load font Arial - Regular : 1 faces, 3381 glyphs.
load font Courier New - Regular : 1 faces, 3151 glyphs.
load font Arial - Bold : 1 faces, 3381 glyphs.
load font Arial - Regular : 1 faces, 3381 glyphs.
load font Courier New - Regular : 1 faces, 3151 glyphs.
load font Arial - Bold : 1 faces, 3381 glyphs.
view size is 1024 by 768
load font Georgia - Regular : 1 faces, 1134 glyphs.
load font Georgia - Bold : 1 faces, 1134 glyphs.
graphicsTiming = true
stencil size = 8
view size is 800 by 578
...
------ shutdown
:Session fps: 29 fps, 34.38 ms/frame, over 384 frames, 13.20 seconds
:Session time: 73.32 seconds
:Session exit: clean
freed 0 pool blocks (16 K), total = 0 M
could not find mgSendLog

It says "Using OpenGL 3.2" but I have OpenGL/shader version 3.30 apparently.

@mgoodfel
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mgoodfel commented Nov 5, 2014

That all looks fine. I'll try it here on my MacBook Air under 10.10 and
see what it does.

Michael.

On 11/4/2014 1:07 PM, Joshua Olson wrote:

errors.txt from Sea of Memes:

:Program: SeaOfMemes
:Program Version: Part 83
:Machine Id: 99878FB4-34D1-58BB-B850-2E6778DA5FEF
:OS: Darwin
:Machine 64-bit: true
:Machine Monitor count: 1
:Machine Monitor res: 1440 by 900
:Machine TimerRes: 0.0062044 ms
:Machine CPU count: 2
:OS OSX Version: Version 10.10 (Build 14A389)
Options:
platform:
graphicsTiming: true
fullscreen: false
multisample: true
displayMemory: 200
systemMemory: 400
viewDistance: 300
threadCount: 0
fov: 60
windowX: 100
windowY: 100
windowWidth: 1024
windowHeight: 768
metricUnits: true
shaderDir: docs/shaders
deskcursor: docs/cursors/arrowCursor.xml
movecursor: docs/cursors/crossCursor.xml
...
Using OpenGL version 3.2
compile overlay shader:
vertex shader compiled.
fragment shader compiled.
:OpenGL device vendor: NVIDIA Corporation
:OpenGL device renderer: NVIDIA GeForce 8600M GT OpenGL Engine
:OpenGL version: 3.3 NVIDIA-10.0.19 310.90.10.05b12
:OpenGL shader version: 3.30
:GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: 198656
:GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: 48
:GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: 200704
:GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS: 198656
:GL_MAX_COMBINED_UNIFORM_BLOCKS: 36
:GL_MAX_CUBE_MAP_TEXTURE_SIZE: 8192
:GL_MAX_DRAW_BUFFERS: 8
:GL_MAX_ELEMENTS_INDICES: 150000
:GL_MAX_ELEMENTS_VERTICES: 1048575
:GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: 2048
:GL_MAX_FRAGMENT_UNIFORM_BLOCKS: 12
:GL_MAX_FRAGMENT_INPUT_COMPONENTS: 128
:GL_MIN_PROGRAM_TEXEL_OFFSET: -8
:GL_MAX_PROGRAM_TEXEL_OFFSET: 7
:GL_MAX_RECTANGLE_TEXTURE_SIZE: 8192
:GL_MAX_TEXTURE_IMAGE_UNITS: 16
:GL_MAX_TEXTURE_LOD_BIAS: 15
:GL_MAX_TEXTURE_SIZE: 8192
:GL_MAX_RENDERBUFFER_SIZE: 8192
:GL_MAX_ARRAY_TEXTURE_LAYERS: 512
:GL_MAX_TEXTURE_BUFFER_SIZE: 134217728
:GL_MAX_UNIFORM_BLOCK_SIZE: 65536
:GL_MAX_VERTEX_ATTRIBS: 16
:GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: 16
:GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS: 16
:GL_MAX_VERTEX_UNIFORM_COMPONENTS: 4096
:GL_MAX_VERTEX_OUTPUT_COMPONENTS: 64
:GL_MAX_GEOMETRY_UNIFORM_COMPONENTS: 2048
:GL_MAX_SAMPLE_MASK_WORDS: 1
:GL_MAX_COLOR_TEXTURE_SAMPLES: 8
:GL_MAX_DEPTH_TEXTURE_SAMPLES: 8
:GL_MAX_DEPTH_TEXTURE_SAMPLES: 8
:GL_MAX_INTEGER_SAMPLES: 1
:GL_MAX_UNIFORM_BUFFER_BINDINGS: 36
:GL_MAX_UNIFORM_BLOCK_SIZE: 65536
:GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: 256
:GL_MAX_VERTEX_UNIFORM_BLOCKS: 12
:GL_MAX_GEOMETRY_UNIFORM_BLOCKS: 12
:GL_MAX_GEOMETRY_INPUT_COMPONENTS: 64
:GL_MAX_GEOMETRY_OUTPUT_COMPONENTS: 128
screen is 1440 pixels/332 mm = 110 dpi

------ display initialized. Return to app: SeaOfMemes, Part 83
...
vertex shader mgOverlayTextM2 compiled
fragment shader mgOverlayTextM2 compiled
...
shader docs/shaders/GL33/NVIDIA/unlitTexture.vs compiled
...
load font Arial - Regular : 1 faces, 3381 glyphs.
load font Courier New - Regular : 1 faces, 3151 glyphs.
load font Arial - Bold : 1 faces, 3381 glyphs.
load font Arial - Regular : 1 faces, 3381 glyphs.
load font Courier New - Regular : 1 faces, 3151 glyphs.
load font Arial - Bold : 1 faces, 3381 glyphs.
view size is 1024 by 768
load font Georgia - Regular : 1 faces, 1134 glyphs.
load font Georgia - Bold : 1 faces, 1134 glyphs.
graphicsTiming = true
stencil size = 8
view size is 800 by 578
...
------ shutdown
:Session fps: 29 fps, 34.38 ms/frame, over 384 frames, 13.20 seconds
:Session time: 73.32 seconds
:Session exit: clean
freed 0 pool blocks (16 K), total = 0 M
could not find mgSendLog

It says "Using OpenGL 3.2" but I have OpenGL/shader version 3.30
apparently.


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#2 (comment).

@mgoodfel
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mgoodfel commented Nov 5, 2014

I installed OSX 10.10 and the latest XCode, and it all works on my
machine, with Intel 4000 graphics.

The large "rainbow" rectangles are the GUI overlay textures, which are
256 by 256. But you don't seem to be getting any textures on your
graphics. Something in OpenGL is just not implemented correctly for
your machine.

The only things I can suggest are

  1. find some other OpenGL application and see if it runs. Perhaps some
    short "texture a triangle" lesson from one of the OpenGL tutorial sites?

  2. in XCode, there were some warnings wanting to reset the project
    defaults to accommodate the current machine and OS. Look for a yellow
    error triangle on the library projects like Milligram/mgPlatform or
    Milligram/mg3D. You could try clicking on that and letting it modify
    the projects. It made no difference for me, but perhaps it will for you.

  3. Each of the demos/games has a file "options.xml". Try
    TestCube/options.xml. Edit that with a text editor, change the line
    'platform=""' to platform="OpenGL2.1". This will try to use the older
    version of OpenGL. I have no test machine for this platform, so it may
    just crash trying to render the GUI (which uses some newer GL calls.)
    If it does crash, go into TestCube/Source/MovementApp.cpp Find the
    method "setUI". Change "m_ui = ui" to "m_ui = NULL". See if that runs.

Let me know what you find out. I'm sorry, but there's no way I can
debug this remotely.

Michael.

@0joshuaolson1
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I'm glad it works on yours. Like I said before, I don't really have a use for this stuff, but I'm glad I could help a little.

@mgoodfel
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mgoodfel commented Nov 5, 2014

I find this stuff almost impossible to get working for everyone. There
are just too many variations between machines. If you can try the
things I suggested, I'd appreciate it. Thanks for testing the code.

Michael.

On 11/5/2014 5:44 AM, Joshua Olson wrote:

I'm glad it works on yours. Like I said before, I don't really have a
use for this stuff, but I'm glad I could help a little.


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