pioneerspacesim / pioneer

A game of lonely space adventure
https://pioneerspacesim.net
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Pretty experimental cockpit graphical error #4068

Closed macksting closed 2 years ago

macksting commented 7 years ago

Observed behaviour

Rather pretty pink and purple plate on the starboard side of the cockpit. Presumably a texture failure.

Expected behaviour

To be honest, I have little idea; it's a 3D object, certainly, but I don't really know what the intended texture is supposed to be.

Steps to reproduce

(present circumstances: 1280x1024 resolution, x2 multisampling, VSync, windowed, very high planet detail distance, planet textures on, medium fractal detail, high city detail, displaying nav tunnels, speed lines, compact radar, 100% star field, and crucially, cockpit enabled; true in Xylophis and in Sinonatrix so far.) Start new game. Enable cockpit. Mouselook to the right.

My pioneer version (and OS): git (559aaf8)) on Lubuntu 16.04

OpenGL version 4.1 (Core Profile) Mesa 12.0.6, running on X.Org Gallium 0.4 on AMD CAPE VERDE (DRM 2.43.0 / 4.4.0-87-generic, LLVM 3.8.0)
Available extensions:
Shading language version: 4.10
  GL_AMD_conservative_depth
  GL_AMD_draw_buffers_blend
  GL_AMD_performance_monitor
  GL_AMD_pinned_memory
  GL_AMD_seamless_cubemap_per_texture
  GL_AMD_shader_stencil_export
  GL_AMD_shader_trinary_minmax
  GL_AMD_vertex_shader_layer
  GL_AMD_vertex_shader_viewport_index
  GL_ANGLE_texture_compression_dxt3
  GL_ANGLE_texture_compression_dxt5
  GL_ARB_ES2_compatibility
  GL_ARB_ES3_compatibility
  GL_ARB_arrays_of_arrays
  GL_ARB_base_instance
  GL_ARB_blend_func_extended
  GL_ARB_buffer_storage
  GL_ARB_clear_buffer_object
  GL_ARB_clip_control
  GL_ARB_color_buffer_float
  GL_ARB_compressed_texture_pixel_storage
  GL_ARB_conditional_render_inverted
  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_derivative_control
  GL_ARB_direct_state_access
  GL_ARB_draw_buffers
  GL_ARB_draw_buffers_blend
  GL_ARB_draw_elements_base_vertex
  GL_ARB_draw_indirect
  GL_ARB_draw_instanced
  GL_ARB_explicit_attrib_location
  GL_ARB_explicit_uniform_location
  GL_ARB_fragment_coord_conventions
  GL_ARB_fragment_layer_viewport
  GL_ARB_fragment_shader
  GL_ARB_framebuffer_no_attachments
  GL_ARB_framebuffer_object
  GL_ARB_framebuffer_sRGB
  GL_ARB_get_program_binary
  GL_ARB_get_texture_sub_image
  GL_ARB_gpu_shader5
  GL_ARB_gpu_shader_fp64
  GL_ARB_half_float_pixel
  GL_ARB_half_float_vertex
  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_multi_draw_indirect
  GL_ARB_occlusion_query2
  GL_ARB_pipeline_statistics_query
  GL_ARB_pixel_buffer_object
  GL_ARB_point_sprite
  GL_ARB_program_interface_query
  GL_ARB_provoking_vertex
  GL_ARB_robust_buffer_access_behavior
  GL_ARB_robustness
  GL_ARB_sample_shading
  GL_ARB_sampler_objects
  GL_ARB_seamless_cube_map
  GL_ARB_seamless_cubemap_per_texture
  GL_ARB_separate_shader_objects
  GL_ARB_shader_bit_encoding
  GL_ARB_shader_objects
  GL_ARB_shader_precision
  GL_ARB_shader_stencil_export
  GL_ARB_shader_subroutine
  GL_ARB_shader_texture_image_samples
  GL_ARB_shader_texture_lod
  GL_ARB_shading_language_420pack
  GL_ARB_shading_language_packing
  GL_ARB_stencil_texturing
  GL_ARB_sync
  GL_ARB_tessellation_shader
  GL_ARB_texture_barrier
  GL_ARB_texture_buffer_object
  GL_ARB_texture_buffer_object_rgb32
  GL_ARB_texture_buffer_range
  GL_ARB_texture_compression_bptc
  GL_ARB_texture_compression_rgtc
  GL_ARB_texture_cube_map_array
  GL_ARB_texture_float
  GL_ARB_texture_gather
  GL_ARB_texture_mirror_clamp_to_edge
  GL_ARB_texture_multisample
  GL_ARB_texture_non_power_of_two
  GL_ARB_texture_query_levels
  GL_ARB_texture_query_lod
  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_transform_feedback2
  GL_ARB_transform_feedback3
  GL_ARB_transform_feedback_instanced
  GL_ARB_uniform_buffer_object
  GL_ARB_vertex_array_bgra
  GL_ARB_vertex_array_object
  GL_ARB_vertex_attrib_64bit
  GL_ARB_vertex_attrib_binding
  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_ATI_blend_equation_separate
  GL_ATI_meminfo
  GL_ATI_texture_float
  GL_ATI_texture_mirror_once
  GL_EXT_abgr
  GL_EXT_blend_equation_separate
  GL_EXT_depth_bounds_test
  GL_EXT_draw_buffers2
  GL_EXT_draw_instanced
  GL_EXT_framebuffer_blit
  GL_EXT_framebuffer_multisample
  GL_EXT_framebuffer_multisample_blit_scaled
  GL_EXT_framebuffer_sRGB
  GL_EXT_packed_depth_stencil
  GL_EXT_packed_float
  GL_EXT_pixel_buffer_object
  GL_EXT_polygon_offset_clamp
  GL_EXT_provoking_vertex
  GL_EXT_shader_integer_mix
  GL_EXT_texture_array
  GL_EXT_texture_compression_dxt1
  GL_EXT_texture_compression_rgtc
  GL_EXT_texture_compression_s3tc
  GL_EXT_texture_filter_anisotropic
  GL_EXT_texture_integer
  GL_EXT_texture_mirror_clamp
  GL_EXT_texture_sRGB
  GL_EXT_texture_sRGB_decode
  GL_EXT_texture_shared_exponent
  GL_EXT_texture_snorm
  GL_EXT_texture_swizzle
  GL_EXT_timer_query
  GL_EXT_transform_feedback
  GL_EXT_vertex_array_bgra
  GL_IBM_multimode_draw_arrays
  GL_KHR_context_flush_control
  GL_KHR_debug
  GL_KHR_robust_buffer_access_behavior
  GL_MESA_pack_invert
  GL_MESA_texture_signed_rgba
  GL_NVX_gpu_memory_info
  GL_NV_conditional_render
  GL_NV_depth_clamp
  GL_NV_packed_depth_stencil
  GL_NV_texture_barrier
  GL_NV_vdpau_interop
  GL_OES_EGL_image
  GL_OES_read_format
  GL_S3_s3tc

Implementation Limits:
GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS = 160
GL_MAX_CUBE_MAP_TEXTURE_SIZE = 16384
GL_MAX_DRAW_BUFFERS = 8
GL_MAX_ELEMENTS_INDICES = 3000
GL_MAX_ELEMENTS_VERTICES = 3000
GL_MAX_FRAGMENT_UNIFORM_COMPONENTS = 16384
GL_MAX_TEXTURE_IMAGE_UNITS = 32
GL_MAX_TEXTURE_LOD_BIAS = 16
GL_MAX_TEXTURE_SIZE = 16384
GL_MAX_VERTEX_ATTRIBS = 16
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = 32
GL_MAX_VERTEX_UNIFORM_COMPONENTS = 16384
GL_NUM_COMPRESSED_TEXTURE_FORMATS = 3
GL_SAMPLE_BUFFERS = 1
GL_SAMPLES = 2
GL_ALIASED_LINE_WIDTH_RANGE = 1, 16384
GL_MAX_VIEWPORT_DIMS = 16384, 16384
GL_SMOOTH_LINE_WIDTH_RANGE = 1, 16384
GL_SMOOTH_POINT_SIZE_RANGE = 0, 16384

Compressed texture formats:
  0x83f0
  0x83f2
  0x83f3

pertyerr

bszlrd commented 7 years ago

That's not a rendering issue, it's i the model I'm afraid. When I did that cockpit, there were no headlook feature, and then I didn't got around fixing it. And i want to replace that cockpit altogether.