Jump to content

Normal maps (and rend2)


Recommended Posts

The Mobility Radeon 4650 is supposedly capable of OpenGL 3.2 so as long as your driver supports it that should work. You can verify this e.g. using the GPU Caps Viewer. It displays your supported version in the OpenGL tab and lets you try various demos to further test it.

 

That should be the problem then!

my GL_VERSION is 3.1.8787 BETA Debug Context.

 

If I try to load a 3.2 demo, I get an error similar to the console dump error.

 

But is this dependent on having the latest driver? Or is it something else?

I hope I won't have issues with my stationary computer when I try it on that, since it's probably older than this computer, just more stationary and stable.

 

 

EDIT: According to this site, it seems I should have the driver named Mobility Radeon HD 4650 6.14.10.9756 to support 3.2.

I seem to have some trouble *getting* it though. Google searches only show me that same page.

Link to comment

Hey, I'm back at my stationary computer. After my success using rend2 on my laptop, using the exact same procedure on my stationary computer doesn't work. No errors, it just won't switch renderer. When I type cl_renderer rd-rend2, and vid_restart, it stays in vanilla. Also tested on a totally clean steam-install, with the same behavior. Clearing the My games/OpenJK folder only resets my settings, but no change to the problem.

 

Graphics card: Nvidia geforce gts 250

OpenGL 3.3.0

DirectX 11

Windows Vista (it's my brother's previous, previous computer, but in good shape despite its Vistaness).

 

Are you aware of any problems with older computers?

Link to comment

Starting with cl_renderer rd-rend2 in the shortcut command line -

 

cl_renderer = "rd-vanilla", the default

latched = "rd-rend2".

 

cl_renderer rd-rend2; vid restart.

 

condump:

 

 

 

]cl_renderer
Cvar cl_renderer = "rd-vanilla", the default
     latched = "rd-rend2"
]cl_renderer rd-rend2
]vid_restart
Shutting down OpenGL subsystem
----- Initializing Renderer ----
Trying to load "rd-rend2_x86.dll" from "C:\spel\JKA\GameData"...
Loading "rd-rend2_x86.dll" failed
failed: trying to load fallback renderer
Trying to load "rd-vanilla_x86.dll" from "C:\spel\JKA\GameData"...
...initializing QGL
succeeded
...setting mode 8: 1280 1024 W
...created window@0,0 (1286x1050)
Initializing OpenGL driver
...getting DC: succeeded
...GLW_ChoosePFD( 32, 24, 8 )
...125 PFDs found
...hardware acceleration found
...PIXELFORMAT 9 selected
...creating GL context: succeeded
...making context current: succeeded
Initializing OpenGL extensions
...GL_S3_s3tc available
...GL_EXT_texture_compression_s3tc available
...no tc preference specified
.....using GL_EXT_texture_compression_s3tc
...using GL_EXT_texture_env_add
...GL_EXT_texture_filter_anisotropic available
...using GL_EXT_texture_filter_anisotropic
...using GL_EXT_texture_edge_clamp
...using WGL_EXT_swap_control
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
...using GL_EXT_point_parameters

GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce GTS 250/PCIe/SSE2
GL_VERSION: 3.3.0
GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility
GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float
GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts
GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions
GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments
GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex
GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment
GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object
GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness
GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_texture_lod
GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow
GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_range GL_ARB_texture_compression
GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3
GL_ARB_texture_float GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two
GL_ARB_texture_query_levels GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage
GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object
GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader
GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float
GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color
GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader
GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord
GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object
GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil
GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal
GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side
GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc
GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp
GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle
GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug
GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp
GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option
GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent
GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object
GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners
GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4
GL_NV_texture_expand_normal GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3
GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1
GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_SGIS_generate_mipmap
GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
GL_MAX_TEXTURE_SIZE: 8192
GL_MAX_ACTIVE_TEXTURES_ARB: 4

PIXELFORMAT: color(32-bits) Z(24-bit) stencil(8-bits)
MODE: 8, 1280 x 1024 windowed hz:60
GAMMA: hardware w/ 0 overbright bits
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_LINEAR
picmip: 1
texture bits: 32
lightmap texture bits: 0
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: enabled
compressed lightmaps: disabled
texture compression method: GL_EXT_texture_compression_s3tc
anisotropic filtering: enabled  (16 of 16)
Dynamic Glow: disabled
-------------------------
76 shader files read
3618 shaders found
61265 code lines
0.94 MB shader data
0.024 seconds
-------------------------
VM_Create: uix86.dll succeeded
VM_Create: cgamex86.dll succeeded
...loaded 4000 faces, 21 meshes, 18 trisurfs, 0 flares
WARNING: light grid array mismatch
CL_InitCGame:  3.46 seconds
]condump rend2
Dumped console text to rend2.txt.
 

 

 

 

I could add that admin rights make no difference, and I'm using a rend2 that Szico sent me, which works on my laptop.

Link to comment

It didn't work prior nor after I updated my graphics driver big time (it did cause minimizing with alt + enter to give a black screen in both JK2 and OpenJK though. But that's not related).

 

@@eezstreet, @@ensiform, any experience with the game refusing to switch renderer?

The console log (above) simply says:

 

Trying to load "rd-rend2_x86.dll" from "C:\spel\JKA\GameData"...
Loading "rd-rend2_x86.dll" failed
failed
: trying to load fallback renderer

Link to comment

Admin rights won't do you any good.  That was mostly the whole purpose of adding homepath, so that admin rights are not required.  Is the OpenJK exe new enough?

 

Yeah, tried with several versions, including the latest build.

Link to comment

So I actually was able to compile the rend2 branch of OpenJK, and got it to run. So I proceeded to make a normal map of one of JA's textures. Here's my shader. 
 

textures/rift/floor1
{ 
	qer_editorimage textures/rift/floor1.jpg
	{  
		map textures/rift/floor1.jpg
		rgbGen vertexLit 
	} 
	{  
		stage normalparallaxmap  
		map textures/rift/floor1/floor1_normal.jpg
	}
}.

Problem is, the game doesn't recognize some of the shader commands. 

 

357rrxc.jpg

 

What am I doing wrong? Is the game somehow not utilizing rend2?

Link to comment

@@Xycaleth 

 

That did it, I can see the texture now at least. My normal map must be awful though because I don't see any improvement.

 

2143uxv.jpg

 

@@redsaurus no it's a .shader, does it have to be a .mtr to work?

 

EDIT:

 

...and now, when I try to load the same map using the exact same procedure as before, OpenJK crashes.

Link to comment

Put rend2 shaders in .mtr so you don't get errors from q3map2. I was pretty sure they'd show up if running rend2 anyway though, but I might be wrong.

 

I experienced lots of crashing and trouble with various versions of openJK/rend2. On this computer it worked for *some* reason after reinstalling the game, but not after trying it on a clean steam-install. I sometimes deleted Documents/My games/OpenJK when things weren't working. OpenJK will generate a new one next time you run it, so it's safe, although you'll lose configs setup in openJK. But that worked as a way to clean up to make sure openJK was up to date and working alright.

 

Did it crash after you put it in .mtr or have you done that yet?

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...