I'll hold the driver roll-back for a while, in case you figure something out.Griff wrote:edit: hmm, it looks like it's something in my decal applying function....
edit2: specifically thisCode: Select all
decal_TexCoord *= mat2(decal_c, decal_s, -decal_s, decal_c);
Griff's normalmapped ship remakes
Moderators: winston, another_commander
- Cody
- Sharp Shooter Spam Assassin
- Posts: 16081
- Joined: Sat Jul 04, 2009 9:31 pm
- Location: The Lizard's Claw
- Contact:
Re: Griff's normalmapped ship remakes
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
- Griff
- Oolite 2 Art Director
- Posts: 2483
- Joined: Fri Jul 14, 2006 12:29 pm
- Location: Probably hugging his Air Fryer
Re: Griff's normalmapped ship remakes
ah, OK I think I have a fix, it doesn't like taking the 'decal_TexCoord' variable, doing the mat2 sums on it then writing the results back directly (the *= in the following line in the shader)
but it seems to be happy if you take an extra step and do the sums on another variable and then write the result back to the original variable in this case called 'DecalRotTemp' :-
I'll do a bit more testing then upload some fixes, but if you want to try the fix yourself, in the ship shaders search for
it appears once, in the 'decaliser' bit of the code and only in the main ship shader (not in the engines or gun subentity shader if the oxp has them) and replace with the following two lines:
Code: Select all
decal_TexCoord *= mat2(decal_c, decal_s, -decal_s, decal_c);
Code: Select all
vec2 DecalRotTemp = decal_TexCoord * mat2(decal_c, decal_s, -decal_s, decal_c);
decal_TexCoord = DecalRotTemp;
Code: Select all
decal_TexCoord *= mat2(decal_c, decal_s, -decal_s, decal_c);
Code: Select all
vec2 DecalRotTemp = decal_TexCoord * mat2(decal_c, decal_s, -decal_s, decal_c);
decal_TexCoord = DecalRotTemp;
Last edited by Griff on Wed May 28, 2014 10:14 pm, edited 1 time in total.
Wiki homepage for my OXP: http://wiki.alioth.net/index.php/Griff_Industries
- Cody
- Sharp Shooter Spam Assassin
- Posts: 16081
- Joined: Sat Jul 04, 2009 9:31 pm
- Location: The Lizard's Claw
- Contact:
Re: Griff's normalmapped ship remakes
Hmm... that doesn't seem to work, I'm afraid.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
Re: Griff's normalmapped ship remakes
Ok, tried your fix on myGriff wrote:ah, OK I think I have a fix, it doesn't like taking the 'decal_TexCoord' variable, doing the mat2 sums on it then writing the results back directly (the *= in the following line in the shader)but it seems to be happy if you take an extra step and do the sums on another variable and then write the result back to the original variable in this case calledCode: Select all
decal_TexCoord *= mat2(decal_c, decal_s, -decal_s, decal_c);
'DecalRotTemp'I'll do a bit more testing then upload some fixes, but if you want to try the fix yourself, in the ship shaders search forCode: Select all
vec2 DecalRotTemp = decal_TexCoord * mat2(decal_c, decal_s, -decal_s, decal_c); decal_TexCoord = DecalRotTemp;
it appears once, in the 'decaliser' bit of the code and only in the main ship shader (not in the engines or gun subentity shader if the oxp has them) and replace with the following two lines:Code: Select all
decal_TexCoord *= mat2(decal_c, decal_s, -decal_s, decal_c);
Code: Select all
vec2 DecalRotTemp = decal_TexCoord * mat2(decal_c, decal_s, -decal_s, decal_c); decal_TexCoord = DecalRotTemp;
multidecal_cobraIII_player.oxp
and it worked fine on that one.Haven't tried going through the rest...
Edit: Patched the
griff_cobra_mk3_player.fragment
shader as well and it worked fine here.@Griff, are you working on a fix for the resource set?
@Cody, what file did you try to patch?
Last edited by Gimi on Wed May 28, 2014 9:38 pm, edited 1 time in total.
"A brilliant game of blasting and trading... Truly a mega-game... The game of a lifetime."
(Gold Medal Award, Zzap!64 May 1985).
(Gold Medal Award, Zzap!64 May 1985).
- Cody
- Sharp Shooter Spam Assassin
- Posts: 16081
- Joined: Sat Jul 04, 2009 9:31 pm
- Location: The Lizard's Claw
- Contact:
Re: Griff's normalmapped ship remakes
Oh, I didn't think to try my late-model multi-decal Cobra III. <opens text editor>Gimi wrote:Ok, tried your fix on mymultidecal_cobraIII_player.oxp
and it worked fine on that one.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
Re: Griff's normalmapped ship remakes
<Grabs a beer and waits for Cody to post results...>Cody wrote:Oh, I didn't think to try my late-model multi-decal Cobra III. <opens text editor>Gimi wrote:Ok, tried your fix on mymultidecal_cobraIII_player.oxp
and it worked fine on that one.
"A brilliant game of blasting and trading... Truly a mega-game... The game of a lifetime."
(Gold Medal Award, Zzap!64 May 1985).
(Gold Medal Award, Zzap!64 May 1985).
- Cody
- Sharp Shooter Spam Assassin
- Posts: 16081
- Joined: Sat Jul 04, 2009 9:31 pm
- Location: The Lizard's Claw
- Contact:
Re: Griff's normalmapped ship remakes
The man from Del Monte, he say Yes! I had to edit several fragments in the late-model OXP, but it looks fine now, with no errors.Gimi wrote:<Grabs a beer and waits for Cody to post results...>
I wonder why it wouldn't work with Griff's newer Cobra though? User error, probably!
I note that those new drivers have a Shader Cache thingy - something I've not seen before in the Nvidia control panel.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
- Griff
- Oolite 2 Art Director
- Posts: 2483
- Joined: Fri Jul 14, 2006 12:29 pm
- Location: Probably hugging his Air Fryer
Re: Griff's normalmapped ship remakes
no I don't think it's your fault, I think I've got quite a few different versions of these oxp's around the place in various states of updated-ness which have even more shader errors in than the one that's just shown up now in the new Nvidia driver!Cody wrote:I wonder why it wouldn't work with Griff's newer Cobra though? User error, probably!
I've started uploading fixed versions into the two folders over at box Core shipset for Oolite v1.77 (and higher) and Core Shipset for Oolite v1.79 (Trunk) - https://app.box.com/shared/rpkms25cc9
updated OXP's are:-
Code: Select all
Griff_Worm_v1.02.1.zip
Griff_Adder_v1.04.1.zip
Griff_Anaconda_v1.04.1.zip
Griff_Asp_v1.04.1.zip
Griff_Boa_Mk2_v1.04.1.zip
Griff_Boa_v1.04.1.zip
Griff_Cobra_Mk1_v1.04.1.zip
Griff_Cobra_Mk3_v1.04.1.zip
Griff_Ferdelance_v1.04.1.zip
Griff_Gecko_v1.04.1.zip
Griff_Krait_v1.04.1.zip
Griff_Mamba_v1.04.1.zip
Griff_Mamba2013_v1.04.1.zip
Griff_Python_v1.04.1.zip
Griff_Shuttle_v1.02.1.zip
Griff_Sidewinder_v1.04.1.zip
Griff_Transporter_v1.03.1.zip
Griff_Viper_v1.02.1.zip
Last edited by Griff on Wed May 28, 2014 10:12 pm, edited 1 time in total.
Wiki homepage for my OXP: http://wiki.alioth.net/index.php/Griff_Industries
Re: Griff's normalmapped ship remakes
Yes, great, we are getting somewhere.Cody wrote:The man from Del Monte, he say Yes! I had to edit several fragments in the late-model OXP, but it looks fine now, with no errors.Gimi wrote:<Grabs a beer and waits for Cody to post results...>
Which OXP exactly?Cody wrote:I wonder why it wouldn't work with Griff's newer Cobra though? User error, probably!
I haven't really dug into the nVidia settings, so never noticed any changes. I do notice a better performance with these drivers though, so I'm reluctant to roll back...Cody wrote:I note that those new drivers have a Shader Cache thingy - something I've not seen before in the Nvidia control panel.
"A brilliant game of blasting and trading... Truly a mega-game... The game of a lifetime."
(Gold Medal Award, Zzap!64 May 1985).
(Gold Medal Award, Zzap!64 May 1985).
- Cody
- Sharp Shooter Spam Assassin
- Posts: 16081
- Joined: Sat Jul 04, 2009 9:31 pm
- Location: The Lizard's Claw
- Contact:
Re: Griff's normalmapped ship remakes
I've enabled it anyway.Shader Cache - reduce CPU usage by saving compiled shaders to a disk cache.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
Re: Griff's normalmapped ship remakes
I seem to have a problem with Griff_Ferdelance_v1.04.1oxp
shipdata has :
"griff_ferdelance2013-NPC" =
{
like_ship = "oolite_template_ferdelance";
but oolite_template_ferdelance does not seem to be defined in the oxp - is there another oxp I need to install?
shipdata has :
"griff_ferdelance2013-NPC" =
{
like_ship = "oolite_template_ferdelance";
but oolite_template_ferdelance does not seem to be defined in the oxp - is there another oxp I need to install?
- Cody
- Sharp Shooter Spam Assassin
- Posts: 16081
- Joined: Sat Jul 04, 2009 9:31 pm
- Location: The Lizard's Claw
- Contact:
Re: Griff's normalmapped ship remakes
I think that's normal for Griff's ships (and others?) - it should work as is.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
Re: Griff's normalmapped ship remakes
Ok, thanks. It must be something I've done as after installing the ferdelance the log file gives:Cody wrote:I think that's normal for Griff's ships (and others?) - it should work as is.
14:11:07.097 [shipData.merge.failed]: ***** ERROR: one or more shipdata.plist entries have like_ship references that cannot be resolved
I'll delete the file and see if I can spot what is happening.
Re: Griff's normalmapped ship remakes
"oolite_template_ferdelance" is defined in the core Oolite files ... but only in 1.79, not in 1.77.1.
Re: Griff's normalmapped ship remakes
I'm using development version 1.79.0.5742-140517-f739348cim wrote:"oolite_template_ferdelance" is defined in the core Oolite files ... but only in 1.79, not in 1.77.1.
I installed Griff's core shipset files for v1.79(trunk) updated may 28
All ships seem to work ok except ferdalance
13:56:24.147 [files.notFound]: GLSL ERROR: failed to find fragment program griff_ferdelance_new2013-PLAYER.fragment.
13:56:24.154 [files.notFound]: ----- WARNING: Could not find texture file "Hull".
13:56:24.169 [files.notFound]: GLSL ERROR: failed to find fragment program griff_ferdelance_new2013-PLAYER.fragment.
13:56:24.176 [files.notFound]: ----- WARNING: Could not find texture file "Hull".
13:56:24.192 [files.notFound]: GLSL ERROR: failed to find fragment program griff_ferdelance_new2013-PLAYER.fragment.
13:56:24.199 [files.notFound]: ----- WARNING: Could not find texture file "Hull".
13:56:24.214 [files.notFound]: GLSL ERROR: failed to find fragment program griff_ferdelance_new2013-PLAYER.fragment.
13:56:24.221 [files.notFound]: ----- WARNING: Could not find texture file "Hull".
13:56:24.237 [files.notFound]: GLSL ERROR: failed to find fragment program griff_ferdelance_new2013-PLAYER.fragment.
13:56:24.244 [files.notFound]: ----- WARNING: Could not find texture file "Hull".