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Astromenace 1.3.2 rendering problems

Open MagaTailor opened this issue 9 years ago • 17 comments

The visually stuning game, made in Russia, runs beautifully on an old x86 using OpenGL 1.4 (nvidia binary drivers). But on Odroid C1 (x11, Mali) the game seems to be working, but all's black except for the splash screen which happens to be completely white. I've copied the settings from that x86 box but no luck:

./AstroMenace
AstroMenace 1.3.2 130712

Open XML file: /home/odroid/.config/astromenace/amconfig.xml
VFS file was opened ./gamedata.vfs

Font initialized: DATA/FONT/LinBiolinumBold.ttf

Vendor     : OpenAL Community
Renderer   : OpenAL Soft
Version    : 1.1 ALSOFT 1.14
ALut ver   : 1.1

Current Video Mode: 1280x1024 16bit 

Xinerama/TwinView detected.
Screen count: 1
Screen #0: (0, 0) x (1280, 1024)

libGL:loaded: libGLESv1_CM.so
libGL:loaded: libEGL.so
libGL: built on Aug 30 2015 11:08:44
SDL version: 1.2.15
Set video mode: 1280 x 1024 x 16

Vendor     : ARM
Renderer   : Mali-450 MP
Version    : 1.4 glshim wrapper
libGL: GL_INVALID_ENUM when calling glGet<GL_INT>(GL_MAJOR_VERSION)
libGL: GL_INVALID_ENUM when calling glGet<GL_INT>(GL_MINOR_VERSION)
OpenGL Version    : 0.0

Max texture height: 4096 
Max texture width: 4096 
Max lights: 8 
Max multitexture supported: 8 textures.
Shaders unsupported.

Would the failed OpenGL version check be of any importance?

MagaTailor avatar Sep 05 '15 18:09 MagaTailor

The easiest solution here would be me trying the game myself. I'll take a look.

lunixbochs avatar Sep 05 '15 18:09 lunixbochs

I've just tried it with a different version of glshim (ssvb probably) and it identifies OpenGL as 1.0 and is able to render some elements making the game barely playable.

MagaTailor avatar Sep 05 '15 19:09 MagaTailor

Are you on the unstable branch? Try both master and unstable. ssvb's glshim is very old

lunixbochs avatar Sep 05 '15 19:09 lunixbochs

Yeah, unstable from a week ago. Built and tried master just now and there's no difference. I may be wrong about that other version (can't remember where I got it from), it also has libpreload.so

MagaTailor avatar Sep 05 '15 19:09 MagaTailor

Is it ok to just shuffle the builds without recompiling the game binaries?

MagaTailor avatar Sep 05 '15 19:09 MagaTailor

yep

lunixbochs avatar Sep 05 '15 19:09 lunixbochs

Glest crashes with :

./glest: symbol lookup error: ./glest: undefined symbol: glDrawRangeElements

after switching to master or that older version

MagaTailor avatar Sep 05 '15 19:09 MagaTailor

that's fine, this issue is about Astromenace

lunixbochs avatar Sep 05 '15 19:09 lunixbochs

I know, I meant switching libs can cause problems. Was it because of libGLU?

MagaTailor avatar Sep 05 '15 20:09 MagaTailor

no. master doesn't have glDrawRangeElements implemented. I just want to know if Astromence works fine on master.

lunixbochs avatar Sep 05 '15 20:09 lunixbochs

All right, I answered that already - sorry for my imprudent editing :)

MagaTailor avatar Sep 05 '15 20:09 MagaTailor

you should also try ptitseb's glshim fork

lunixbochs avatar Sep 05 '15 20:09 lunixbochs

his fork is different enough from mine I can't really provide support on it, it's just at a different spot so has different compatibility

lunixbochs avatar Sep 05 '15 20:09 lunixbochs

The game seems to work with ptitseb's fork!

MagaTailor avatar Sep 05 '15 21:09 MagaTailor

The point of these issues is to track upstream glshim support, as ptitseb's fork is very different.

lunixbochs avatar Nov 08 '15 19:11 lunixbochs

In that case I could give you a crash outside of glshim (caused by it) present in both repos. Interested?

MagaTailor avatar Nov 08 '15 23:11 MagaTailor

Yep, I'm interested in any relevant bug reports.

(Haven't been working on glshim as much in the past couple of months because I've been very busy with Usercorn, but glshim should be back in the rotation very soon as the Pyra is fast approaching.)

lunixbochs avatar Nov 09 '15 00:11 lunixbochs