Material Test Suite

General discussion for players of Oolite.

Moderators: winston, another_commander

User avatar
caracal
Deadly
Deadly
Posts: 205
Joined: Wed Jun 25, 2008 11:31 am
Location: The Desert, USA
Contact:

Post by caracal »

I'm running the soon-to-be-available 64-bit Linux nightly build (which identifies itself today as "1.75.0.3573"), so I had to doctor the requires.plist to run the materials test, therefore I dunno if my results are relevant, but here they are anyway:

Code: Select all

Starting material test suite 1.0 under Oolite 1.75 and Linux (x86-64 test release) with OpenGL renderer "GeForce 6150SE nForce 430/PCI/SSE2", vendor "NVIDIA Corporation"; shaders are fully supported, texture image unit count is 16.
My graphics hardware says it's "nVidia Corporation C61 [GeForce 6150SE nForce 430] (rev a2)", and my kernel is "2.6.32-3-amd64 #1 SMP". My OpenGL version string is "2.1.2 NVIDIA 190.53". This is a stock Debian squeeze (testing) system, running on an unmodified commodity HP Pavilion with a dual-core 2.8mHz "AuthenticAMD" CPU. I have a 20-inch HP w2007 LCD display, and oolite looks gorgeous on it.

In the tests, only the first 7 cubes displayed in the fixed-function phase, which I guess is what is intended. And all 7 were correct. All 16 cubes displayed correctly in the simple and full phases. (Number 16 looks really tasty! Can't wait to try some of that on my own ships.) And the dust looked ... like dust. It was obviously more "flat" white with shaders off, but I couldn't tell any difference between "simple" and "full". Sure looked dusty to me! :P

Hope this helps.
User avatar
Getafix
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 979
Joined: Tue Apr 01, 2008 12:55 pm
Location: A small ice asteroid, orbiting Oresrati in Galaxy 8 (a.k.a. northwest Armorica).
Contact:

Post by Getafix »

@Ahruman
I just post that for reference, man! :)
"Any sufficiently advanced information is indistinguishable from noise." [Newman, Lachmann, Moore]
User avatar
Thargoid
Thargoid
Thargoid
Posts: 5528
Joined: Thu Jun 12, 2008 6:55 pm

Post by Thargoid »

Code: Select all

========== [Marker 1] ==========
[materialTest.start]: Starting material test suite 1.0 under Oolite 1.74 and Windows (x86-32 test release) with OpenGL renderer "GeForce FX 5200/AGP/SSE/3DNOW!", vendor "NVIDIA Corporation"; shaders are fully supported, texture image unit count is 16.
[rendering.opengl.shader.mode]: Shader mode set to SHADERS_OFF.
[rendering.reset.start]: Resetting graphics state.
[materialTest.runTest]: Running test fixed-function:1 (diffuse_map).
[materialTest.runTest]: Running test fixed-function:2 (diffuse_map + emission_map).
[materialTest.runTest]: Running test fixed-function:3 (emission_map only).
[materialTest.runTest]: Running test fixed-function:4 (diffuse_map + illumination_map).
[materialTest.runTest]: Running test fixed-function:5 (illumination_map only).
[materialTest.runTest]: Running test fixed-function:6 (diffuse_map + emission_map + illumination_map).
[materialTest.runTest]: Running test fixed-function:7 (diffuse_map + emission_and_illumination_map).
[rendering.opengl.shader.mode]: Shader mode set to SHADERS_SIMPLE.
[rendering.reset.start]: Resetting graphics state.
[materialTest.runTest]: Running test simple:1 (diffuse_map).
[materialTest.runTest]: Running test simple:2 (diffuse_map + emission_map).
[materialTest.runTest]: Running test simple:3 (emission_map only).
[materialTest.runTest]: Running test simple:4 (diffuse_map + illumination_map).
[materialTest.runTest]: Running test simple:5 (illumination_map only).
[materialTest.runTest]: Running test simple:6 (diffuse_map + emission_map + illumination_map).
[materialTest.runTest]: Running test simple:7 (diffuse_map + emission_and_illumination_map).
[materialTest.runTest]: Running test simple:8 (diffuse_map + normal_map).
[materialTest.runTest]: Running test simple:9 (diffuse_map + normal_and_parallax_map).
[materialTest.runTest]: Running test simple:10 (emission_map + normal_and_parallax_map).
[materialTest.runTest]: Running test simple:11 (diffuse_map + emission_map + normal_and_parallax_map).
[materialTest.runTest]: Running test simple:12 (diffuse_map + emission_map + illumination_map + normal_and_parallax_map).
[materialTest.runTest]: Running test simple:13 (diffuse_map + specular_map).
[materialTest.runTest]: Running test simple:14 (specular_map only).
[materialTest.runTest]: Running test simple:15 (diffuse_map + emission_map + specular_map).
[materialTest.runTest]: Running test simple:16 (diffuse_map + emission_map + illumination_map + normal_and_parallax_map + specular_map).
[rendering.opengl.shader.mode]: Shader mode set to SHADERS_FULL.
[rendering.reset.start]: Resetting graphics state.
[materialTest.runTest]: Running test full:1 (diffuse_map).
[materialTest.runTest]: Running test full:2 (diffuse_map + emission_map).
[materialTest.runTest]: Running test full:3 (emission_map only).
[materialTest.runTest]: Running test full:4 (diffuse_map + illumination_map).
[materialTest.runTest]: Running test full:5 (illumination_map only).
[materialTest.runTest]: Running test full:6 (diffuse_map + emission_map + illumination_map).
[materialTest.runTest]: Running test full:7 (diffuse_map + emission_and_illumination_map).
[materialTest.runTest]: Running test full:8 (diffuse_map + normal_map).
[materialTest.runTest]: Running test full:9 (diffuse_map + normal_and_parallax_map).
[materialTest.runTest]: Running test full:10 (emission_map + normal_and_parallax_map).
[materialTest.runTest]: Running test full:11 (diffuse_map + emission_map + normal_and_parallax_map).
[materialTest.runTest]: Running test full:12 (diffuse_map + emission_map + illumination_map + normal_and_parallax_map).
[materialTest.runTest]: Running test full:13 (diffuse_map + specular_map).
[materialTest.runTest]: Running test full:14 (specular_map only).
[materialTest.runTest]: Running test full:15 (diffuse_map + emission_map + specular_map).
[materialTest.runTest]: Running test full:16 (diffuse_map + emission_map + illumination_map + normal_and_parallax_map + specular_map).
[rendering.opengl.shader.mode]: Shader mode set to SHADERS_SIMPLE.
[rendering.reset.start]: Resetting graphics state.
[materialTest.complete]: Shader test suite complete.
All looks fine on this system, and dust works under all three shader options. Only thing of note is tests 12 and 13 didn't show numbers clearly except on the illuminated face, but I guess that's what it's supposed to do.

Will test on my other machine in a moment.
User avatar
Thargoid
Thargoid
Thargoid
Posts: 5528
Joined: Thu Jun 12, 2008 6:55 pm

Post by Thargoid »

Code: Select all

========== [Marker 1] ==========
[materialTest.start]: Starting material test suite 1.0 under Oolite 1.74 and Windows (x86-32 test release) with OpenGL renderer "Intel 965/963 Graphics Media Accelerator", vendor "Intel"; shaders are not supported.
[materialTest.runTest]: Running test fixed-function:1 (diffuse_map).
[materialTest.runTest]: Running test fixed-function:2 (diffuse_map + emission_map).
[materialTest.runTest]: Running test fixed-function:3 (emission_map only).
[materialTest.runTest]: Running test fixed-function:4 (diffuse_map + illumination_map).
[materialTest.runTest]: Running test fixed-function:5 (illumination_map only).
[materialTest.runTest]: Running test fixed-function:6 (diffuse_map + emission_map + illumination_map).
[materialTest.runTest]: Running test fixed-function:7 (diffuse_map + emission_and_illumination_map).
[materialTest.complete]: Shader test suite complete.
Only first 7 cubes shown (due to lack of shaders) but all looked fine for those. Dust also shows during torus drive and normal flying - more on this system than the shader box above.

For reference this is the system which is having trouble showing Q-bomb clouds.
User avatar
Kaks
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 3009
Joined: Mon Jan 21, 2008 11:41 pm
Location: The Big Smoke

Post by Kaks »

The Q-bombs clouds issue is not shader related, AFAIK.

It's just that Oolite doesn't display far away ones, and at the moment (it's been like that for a while!) it's an on/off thing, instead of them gradually fading to invisibility...
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
User avatar
Thargoid
Thargoid
Thargoid
Posts: 5528
Joined: Thu Jun 12, 2008 6:55 pm

Post by Thargoid »

In this case it doesn't show at all (except on scanner) even as it kills you. I've raised it on Berlios for the records, but it's not a major one.
User avatar
maik
Wiki Wizard
Wiki Wizard
Posts: 2028
Joined: Wed Mar 10, 2010 12:30 pm
Location: Ljubljana, Slovenia (mainly industrial, feudal, TL12)

Post by maik »

Everything works fine, including dust on all 3 shader settings both during normal flight and at hyperspeed.

Code: Select all

[log.header]: Opening log for Oolite version 1.74 (x86-64 test release) under Mac OS X Version 10.6.4 (Build 10F569) at 2010-06-20 16:17:08 +0200.
Machine type: MacPro4,1, 3072 MiB memory, 8 x x86 (Nehalem) @ 2659 MHz.
Oolite options: procedural planet textures, docking clearance, wormhole scanner, target incoming missiles, spoken messages, JavaScript console support, Debug plug-in support, OXP verifier, localization tools, debug GraphViz support.
[...]
[materialTest.start]: Starting material test suite 1.0 under Oolite 1.74 and Mac OS X Version 10.6.4 (Build 10F569) (x86-64 test release) with OpenGL renderer "NVIDIA GeForce GT 120 OpenGL Engine", vendor "NVIDIA Corporation"; shaders are fully supported, texture image unit count is 16.
[rendering.opengl.shader.mode]: Shader mode set to SHADERS_OFF.
[rendering.reset.start]: Resetting graphics state.
[materialTest.runTest]: Running test fixed-function:1 (diffuse_map).
[materialTest.runTest]: Running test fixed-function:2 (diffuse_map + emission_map).
[materialTest.runTest]: Running test fixed-function:3 (emission_map only).
[materialTest.runTest]: Running test fixed-function:4 (diffuse_map + illumination_map).
[materialTest.runTest]: Running test fixed-function:5 (illumination_map only).
[materialTest.runTest]: Running test fixed-function:6 (diffuse_map + emission_map + illumination_map).
[materialTest.runTest]: Running test fixed-function:7 (diffuse_map + emission_and_illumination_map).
[rendering.opengl.shader.mode]: Shader mode set to SHADERS_SIMPLE.
[rendering.reset.start]: Resetting graphics state.
[materialTest.runTest]: Running test simple:1 (diffuse_map).
[materialTest.runTest]: Running test simple:2 (diffuse_map + emission_map).
[materialTest.runTest]: Running test simple:3 (emission_map only).
[materialTest.runTest]: Running test simple:4 (diffuse_map + illumination_map).
[materialTest.runTest]: Running test simple:5 (illumination_map only).
[materialTest.runTest]: Running test simple:6 (diffuse_map + emission_map + illumination_map).
[materialTest.runTest]: Running test simple:7 (diffuse_map + emission_and_illumination_map).
[materialTest.runTest]: Running test simple:8 (diffuse_map + normal_map).
[materialTest.runTest]: Running test simple:9 (diffuse_map + normal_and_parallax_map).
[materialTest.runTest]: Running test simple:10 (emission_map + normal_and_parallax_map).
[materialTest.runTest]: Running test simple:11 (diffuse_map + emission_map + normal_and_parallax_map).
[materialTest.runTest]: Running test simple:12 (diffuse_map + emission_map + illumination_map + normal_and_parallax_map).
[materialTest.runTest]: Running test simple:13 (diffuse_map + specular_map).
[materialTest.runTest]: Running test simple:14 (specular_map only).
[materialTest.runTest]: Running test simple:15 (diffuse_map + emission_map + specular_map).
[materialTest.runTest]: Running test simple:16 (diffuse_map + emission_map + illumination_map + normal_and_parallax_map + specular_map).
[rendering.opengl.shader.mode]: Shader mode set to SHADERS_FULL.
[rendering.reset.start]: Resetting graphics state.
[materialTest.runTest]: Running test full:1 (diffuse_map).
[materialTest.runTest]: Running test full:2 (diffuse_map + emission_map).
[materialTest.runTest]: Running test full:3 (emission_map only).
[materialTest.runTest]: Running test full:4 (diffuse_map + illumination_map).
[materialTest.runTest]: Running test full:5 (illumination_map only).
[materialTest.runTest]: Running test full:6 (diffuse_map + emission_map + illumination_map).
[materialTest.runTest]: Running test full:7 (diffuse_map + emission_and_illumination_map).
[materialTest.runTest]: Running test full:8 (diffuse_map + normal_map).
[materialTest.runTest]: Running test full:9 (diffuse_map + normal_and_parallax_map).
[materialTest.runTest]: Running test full:10 (emission_map + normal_and_parallax_map).
[materialTest.runTest]: Running test full:11 (diffuse_map + emission_map + normal_and_parallax_map).
[materialTest.runTest]: Running test full:12 (diffuse_map + emission_map + illumination_map + normal_and_parallax_map).
[materialTest.runTest]: Running test full:13 (diffuse_map + specular_map).
[materialTest.runTest]: Running test full:14 (specular_map only).
[materialTest.runTest]: Running test full:15 (diffuse_map + emission_map + specular_map).
[materialTest.runTest]: Running test full:16 (diffuse_map + emission_map + illumination_map + normal_and_parallax_map + specular_map).
[materialTest.complete]: Shader test suite complete.
User avatar
Poro
Deadly
Deadly
Posts: 249
Joined: Sun Jan 03, 2010 1:51 am
Location: Don't look in your aft view...
Contact:

Post by Poro »

Code: Select all

[materialTest.start]: Starting material test suite 1.0 under Oolite 1.74 and Linux (x86-32 test release) with OpenGL renderer "Mesa DRI Intel(R) 915GM GEM 20091221 2009Q4 x86/MMX/SSE2", vendor "Tungsten Graphics, Inc"; shaders are not supported.
[materialTest.runTest]: Running test fixed-function:1 (diffuse_map).
[materialTest.runTest]: Running test fixed-function:2 (diffuse_map + emission_map).
[materialTest.runTest]: Running test fixed-function:3 (emission_map only).
[materialTest.runTest]: Running test fixed-function:4 (diffuse_map + illumination_map).
[materialTest.runTest]: Running test fixed-function:5 (illumination_map only).
[materialTest.runTest]: Running test fixed-function:6 (diffuse_map + emission_map + illumination_map).
[materialTest.runTest]: Running test fixed-function:7 (diffuse_map + emission_and_illumination_map).
[materialTest.complete]: Shader test suite complete.
All 7 boxes displayed on my shaderless system. Dust rendered fine during normal travel and torus travel.

Intel Celeron M
2GB DDR2 SODIMM
Linux Mint 9 32-bit
User avatar
DaddyHoggy
Intergalactic Spam Assassin
Intergalactic Spam Assassin
Posts: 8515
Joined: Tue Dec 05, 2006 9:43 pm
Location: Newbury, UK
Contact:

Post by DaddyHoggy »

Code: Select all

[rendering.opengl.version]: OpenGL renderer version: 3.0.0 ("3.0.0")
Vendor: NVIDIA Corporation
Renderer: GeForce 9800M GT/PCI/SSE2
[rendering.opengl.extensions]: OpenGL extensions (161):
Saw all 16 cubes (1 to 7 three times as expected) - not unexpected given the machine spec!

Can I just check that on cubes 13 and 14 the numbers are supposed to appear only occasionally (when fully lit by light source?) I have screenshots if required.

Dust OK too.

(Not deleting test - want to open it up and see how it's all done!)

EDIT: There was no pie...
Selezen wrote:
Apparently I was having a DaddyHoggy moment.
Oolite Life is now revealed here
another_commander
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 6682
Joined: Wed Feb 28, 2007 7:54 am

Post by another_commander »

DaddyHoggy wrote:
EDIT: There was no pie...
This is a bug that you may want to file on Berlios. It may not take high priority though, mind you... ;-)
User avatar
caracal
Deadly
Deadly
Posts: 205
Joined: Wed Jun 25, 2008 11:31 am
Location: The Desert, USA
Contact:

Post by caracal »

DaddyHoggy wrote:
Can I just check that on cubes 13 and 14 the numbers are supposed to appear only occasionally (when fully lit by light source?) I have screenshots if required.
From the web page:
The details vary; for instance, for test #13 the number is only visible as a shiny reflection at certain angles.
And that's also true of #14, from what I saw. So yes, what you saw was as expected. As long as you saw the number, even if only from certain angles, then the shaders were working.
DaddyHoggy wrote:
EDIT: There was no pie...
Yeah, I noticed that. I figured you needed a higher rating, or had to buy some additional piece of equipment or something. Probably in one of Thargoid's OXPs. ;)
User avatar
Thargoid
Thargoid
Thargoid
Posts: 5528
Joined: Thu Jun 12, 2008 6:55 pm

Post by Thargoid »

another_commander wrote:
DaddyHoggy wrote:
EDIT: There was no pie...
This is a bug that you may want to file on Berlios. It may not take high priority though, mind you... ;-)
Pie? I also didn't see any pie in either of my tests...
User avatar
Kaks
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 3009
Joined: Mon Jan 21, 2008 11:41 pm
Location: The Big Smoke

Post by Kaks »

Thargoid wrote:
Pie? I also didn't see any pie in either of my tests...
It's just like Portal all over again!! :D
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
User avatar
DaddyHoggy
Intergalactic Spam Assassin
Intergalactic Spam Assassin
Posts: 8515
Joined: Tue Dec 05, 2006 9:43 pm
Location: Newbury, UK
Contact:

Post by DaddyHoggy »

Code: Select all

[rendering.opengl.version]: OpenGL renderer version: 2.1.2 ("2.1.2 NVIDIA 185.18.36")
Vendor: NVIDIA Corporation
Renderer: GeForce 6600 GT/AGP/SSE/3DNOW!
[rendering.opengl.extensions]: OpenGL extensions (130):
GL_ATI_texture_mirror_once, GL_NV_texture_shader2, GL_NV_texture_shader3, GL_ARB_depth_texture, GL_ARB_texture_env_add, GL_EXT_pixel_buffer_object, GL_NV_vertex_array_range, GL_EXT_depth_bounds_test, GL_ARB_half_float_vertex, GL_NV_vertex_program2, GL_EXT_texture3D, GL_NV_vertex_program3, GL_EXT_compiled_vertex_array, GL_NV_vertex_program1_1, GL_EXT_separate_specular_color, GL_ARB_framebuffer_object, GL_EXT_shadow_funcs, GL_EXT_texture_cube_map, GL_EXT_rescale_normal, GL_ATI_draw_buffers, GL_ARB_transpose_matrix, GL_EXT_stencil_two_side, GL_ARB_texture_border_clamp, GL_ARB_multisample, GL_ARB_half_float_pixel, GL_NV_fog_distance, GL_ARB_texture_non_power_of_two, GL_EXT_bgra, GL_EXT_texture_env_dot3, GL_EXT_direct_state_access, GL_NV_light_max_exponent, GL_EXT_provoking_vertex, GL_ARB_vertex_shader, GL_ARB_shader_objects, GL_ARB_map_buffer_range, GL_SGIX_depth_texture, GL_NV_texgen_reflection, GL_EXT_multi_draw_arrays, GL_IBM_rasterpos_clip, GL_EXT_texture_object, GL_ARB_vertex_program, GL_NV_framebuffer_multisample_coverage, GL_KTX_buffer_region, GL_NV_texture_env_combine4, GL_ARB_texture_float, GL_ARB_imaging, GL_NV_register_combiners, GL_NV_multisample_filter_hint, GL_EXT_stencil_wrap, GL_EXT_texture_swizzle, GL_NV_primitive_restart, GL_EXT_framebuffer_blit, GL_NV_packed_depth_stencil, GL_ARB_texture_compression, GL_EXT_blend_color, GL_ARB_vertex_array_object, GL_EXT_blend_minmax, GL_NV_register_combiners2, GL_SUN_slice_accum, GL_EXT_texture_lod, GL_EXT_texture_compression_s3tc, GL_ARB_point_sprite, GL_NV_texture_shader, GL_NV_depth_clamp, GL_EXT_vertex_array, GL_EXT_abgr, GL_NV_blend_square, GL_ARB_vertex_buffer_object, GL_EXT_framebuffer_multisample, GL_NV_texture_rectangle, GL_ARB_multitexture, GL_EXT_vertex_array_bgra, GL_ARB_shadow, GL_EXT_blend_subtract, GL_ARB_fragment_program_shadow, GL_NV_fragment_program_option, GL_ARB_window_pos, GL_NV_fence, GL_IBM_texture_mirrored_repeat, GL_EXT_texture_lod_bias, GL_ARB_point_parameters, GL_NV_fragment_program2, GL_NV_float_buffer, GL_EXT_timer_query, GL_EXT_texture_edge_clamp, GL_EXT_texture_sRGB, GL_ARB_texture_env_combine, GL_ARB_fragment_program, GL_SGIX_shadow, GL_EXT_texture_filter_anisotropic, GL_NV_vertex_program2_option, GL_NV_vertex_array_range2, GL_EXT_draw_range_elements, GL_ARB_pixel_buffer_object, GL_NV_pixel_data_range, GL_EXT_packed_depth_stencil, GL_ARB_texture_rectangle, GL_EXT_fog_coord, GL_NV_half_float, GL_SGIS_texture_lod, GL_EXT_gpu_program_parameters, GL_ARB_fragment_shader, GL_ARB_shading_language_100, GL_EXT_secondary_color, GL_NV_occlusion_query, GL_EXT_point_parameters, GL_EXT_Cg_shader, GL_NV_vertex_program, GL_ARB_draw_buffers, GL_SGIS_generate_mipmap, GL_NV_copy_depth_to_color, GL_NVX_conditional_render, GL_NV_texture_compression_vtc, GL_EXT_blend_func_separate, GL_NV_fragment_program, GL_ARB_texture_cube_map, GL_S3_s3tc, GL_NV_point_sprite, GL_ARB_occlusion_query, GL_EXT_texture_mirror_clamp, GL_EXT_packed_pixels, GL_EXT_framebuffer_object, GL_ARB_texture_mirrored_repeat, GL_ARB_texture_env_dot3, GL_EXT_blend_equation_separate, GL_NV_texture_expand_normal, GL_ATI_texture_float, GL_ARB_color_buffer_float, GL_EXT_texture_env_add, GL_EXT_texture_env_combine
[rendering.opengl.shader.support]: Shaders are supported.
[rendering.opengl.shader.mode]: Shader mode set to SHADERS_FULL.
Ubuntu Karmic Koala (9.10). All test were successful.

It did crap out shortly after I launched (to test dust), but my log is full of oxp errors (I don't play this version as often as my work laptop now - so some of the oxps are out of date) - I will remove all those with errors and report back again...
Selezen wrote:
Apparently I was having a DaddyHoggy moment.
Oolite Life is now revealed here
User avatar
JensAyton
Grand Admiral Emeritus
Grand Admiral Emeritus
Posts: 6657
Joined: Sat Apr 02, 2005 2:43 pm
Location: Sweden
Contact:

Post by JensAyton »

The test suite info page has moved to Elite Wiki, now with screen shots.
Post Reply