WolfireGames / overgrowth

Open Source codebase of the game Overgrowth by Wolfire Games LLC
Apache License 2.0
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Heavy graphics glitches in Windows build (Debug, VS 2022) #18

Open galoko opened 2 years ago

galoko commented 2 years ago

image

autious commented 2 years ago

That's fascinating, i haven't seen that before!

Could you give us some info on what Windows version you're running, and your hardware setup overall?

Did you see any errors in the log?

I'd suggest trying to delete, or store away the local cache folder for Overgrowth in your My Documents folder, and seeing if re-building the cache helps.

galoko commented 2 years ago

log.txt - here's a log I saw in Terminal I have 5300M GPU, Macbook with Bootcamp (Windows 21H2 19044.1645)

galoko commented 2 years ago

image strangely enough - some of models are looking correct

McSinyx commented 2 years ago

This is probably due to the new engine being incompatible with old shaders. I was able to reproduce this on NixOS on Intel graphics and fix it by copying the new GLSL and Scripts over.

galoko commented 2 years ago

@McSinyx thank you so much! it worked!

galoko commented 2 years ago

Maybe we should mention that in installation manual or fix the issue in code somehow?

shinymerlyn commented 2 years ago

The less hacky way to solve this is to switch the Steam beta branch to internal_testing. This is the version of the game and data that is synced to main and updated with CI. That Steam beta branch wasn't working a couple weeks back, but it seems to be fixed now. The instructions should definitely be changed to say to switch to that branch.

autious commented 2 years ago

Hmm, shaders are included in the local repo, there might be a problem of loading priority happening, the game should prioritize loading files from the local repo folder before looking in the steam one.

shinymerlyn commented 2 years ago

the game should prioritize loading files from the local repo folder before looking in the steam one.

ah didn't know that. sounds like it could be a bug then?

and even though that should probably be the case, still need to update the instructions to point the steam build at internal_testing. when main has new data referenced by scripts, it will spit out error messages. e.g. the main menu script references Data/Textures/ui/menus/main/icon-online.png right now and spits out an error on launch. You can hit continue, but it still will show the error dialogue on launch.

lukors commented 2 years ago

The build instructions and I believe the video too already instruct to be on internal_testing. But maybe the instructions could be made clearer?

autious commented 2 years ago

The written instructions could definitely be made clearer to explain why people should have a preference for internal_testing.

McSinyx commented 2 years ago

Not sure if the same bug, but I am facing model facing issues as well. Terrain and characters are rendered correctly, but others either completely disappear, have only one face or have faces connectin the wrong vertices.

I am on NixOS unstable and could not find the cache folder anywhere.

shinymerlyn commented 7 months ago

I just added some code that makes the engine backwards compatible with older shader versions. If this graphical glitch is happening, make sure you're using the latest internal_testing build on Steam, or that you're compiling with the very latest master. Also verify that your Data/GLSL/envobject.frag and Data/GLSL/envobject.vert have these lines in them:

#og_version_major 1
#og_version_minor 5

Make sure you check the shaders in both in git, and in your retail Overgrowth directory. They should both have those lines in them.