stden / kwaak3

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Funny Block Graphics on Modded Droid #19

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
What steps will reproduce the problem?
1. Loading the game

What is the expected output? What do you see instead?
I've attached a screenshot of what happens when I load the game.

Can someone tell me if it's because I did something wrong or if it's 
because my phone is modded?

What version of the product are you using? On what operating system?
- Android 2.0.1 - Rooted - Bugless Beast 1.1 - 1ghz Stable -

Original issue reported on code.google.com by compy...@gmail.com on 26 Feb 2010 at 7:34

Attachments:

GoogleCodeExporter commented 9 years ago
Oh, I should mention I tried this on both the test version and non-test. Same 
result.

Original comment by compy...@gmail.com on 26 Feb 2010 at 7:37

GoogleCodeExporter commented 9 years ago
This looks like a texturing problem. I can't say what it causes but I have some
theories. First it might be related to the custom firmware you are using (I 
have no
idea if they bundle the PowerVR OpenGL drivers; if you would check the quake3 
log
e.g. using logcat (when connected using adb) or some other way you will see 
OpenGL
info, post that. It could also be related to overclocking it might affect 
perhaps
memory timings and this way mess up the GPU. If I had to guess I would say it 
are the
OpenGL drivers.

Original comment by thunderb...@gmail.com on 26 Feb 2010 at 10:41

GoogleCodeExporter commented 9 years ago
Does this answer the question?

D/Quake_DEBUG(10001): ----- Client Initialization Complete -----
I/ActivityManager( 1038): Process com.weather.Weather (pid 4843) has died.
W/ActivityManager( 1038): Scheduling restart of crashed service com.weather.Weat
her/com.weather.service.WeatherService in 5000ms
D/Quake_DEBUG(10001): ----- R_Init -----
D/Quake_DEBUG(10001): Initializing OpenGL subsystem
D/Quake_DEBUG(10001): Initializing OpenGL extensions
D/Quake_DEBUG(10001): ...GL_EXT_texture_compression_s3tc not found
D/Quake_DEBUG(10001): ...GL_S3_s3tc not found
D/Quake_DEBUG(10001): ...using GL_ARB_multitexture
D/Quake_DEBUG(10001): ...GL_EXT_compiled_vertex_array not found
D/Quake_DEBUG(10001): ...GL_EXT_texture_filter_anisotropic not found
D/Quake_DEBUG(10001): ------------------
D/Quake_DEBUG(10001):
D/Quake_DEBUG(10001): GL_VENDOR: Imagination Technologies
D/Quake_DEBUG(10001): GL_RENDERER: PowerVR SGX 530
D/Quake_DEBUG(10001): GL_VERSION: OpenGL ES-CM 1.1
D/Quake_DEBUG(10001): GL_EXTENSIONS: GL_OES_byte_coordinates GL_OES_fixed_point
GL_OES_single_precision GL_OES_matrix_get GL_OES_read_format GL_OES_compressed_p
aletted_texture GL_OES_point_sprite GL_OES_point_size_array GL_OES_matrix_palett
e GL_OES_draw_texture GL_OES_query_matrix GL_OES_texture_env_crossbar GL_OES_tex
ture_mirrored_repeat GL_OES_texture_cube_map GL_OES_blend_subtract GL_OES_blend_
func_separate GL_OES_blend_equation_separate GL_OES_stencil_wrap GL_OES_extended
_matrix_palette GL_OES_framebuffer_object GL_OES_rgb8_rgba8 GL_OES_depth24 GL_OE
S_stencil8 GL_OES_compressed_ETC1_RGB8_texture GL_OES_mapbuffer GL_OES_EGL_image
 GL_EXT_multi_draw_arrays GL_OES_required_internalformat GL_IMG_read_format GL_I
MG_texture_compression_pvrtc GL_IMG_texture_format_BGRA8888 GL_EXT_texture_forma
t_BGRA8888 GL_IMG_texture_stream GL_IMG_vertex_program
D/Quake_DEBUG(10001): GL_MAX_TEXTURE_SIZE: 2048
D/Quake_DEBUG(10001): GL_MAX_TEXTURE_UNITS_ARB: 4
D/Quake_DEBUG(10001):
D/Quake_DEBUG(10001): PIXELFORMAT: color(16-bits) Z(24-bit) stencil(8-bits)
D/Quake_DEBUG(10001): MODE: 3, 854 x 480 fullscreen hz:
D/Quake_DEBUG(10001): N/A
D/Quake_DEBUG(10001): GAMMA: software w/ 0 overbright bits
D/Quake_DEBUG(10001): rendering primitives:
D/Quake_DEBUG(10001): single glDrawElements
D/Quake_DEBUG(10001): texturemode: GL_LINEAR_MIPMAP_NEAREST
D/Quake_DEBUG(10001): picmip: 1
D/Quake_DEBUG(10001): texture bits: 0
D/Quake_DEBUG(10001): multitexture: enabled
D/Quake_DEBUG(10001): compiled vertex arrays: enabled
D/Quake_DEBUG(10001): texenv add: enabled
D/Quake_DEBUG(10001): compressed textures: disabled
D/Quake_DEBUG(10001): Initializing Shaders
D/Quake_DEBUG(10001): ^3WARNING: unknown general shader parameter 'nofog' in 'fl
areShader'
D/Quake_DEBUG(10001): ^3WARNING: unknown general shader parameter 'nocompress' i
n 'sun'
D/Quake_DEBUG(10001): ----- finished R_Init -----
D/Quake_DEBUG(10001): ^3WARNING: R_FindImageFile could not find 'gfx/2d/bigchars
.tga' in shader 'gfx/2d/bigchars'
D/Quake_DEBUG(10001): ^3Shader gfx/2d/bigchars has a stage with no image
D/Quake_DEBUG(10001): ^3WARNING: R_FindImageFile could not find 'gfx/misc/consol
e01.tga' in shader 'console'
D/Quake_DEBUG(10001): ^3Shader console has a stage with no image
D/Quake_DEBUG(10001): ------ Initializing Sound ------
D/Quake_DEBUG(10001): Initializing Android Sound subsystem
D/Quake_DEBUG(10001): ----- Sound Info -----
D/Quake_DEBUG(10001):     1 stereo
D/Quake_DEBUG(10001): 32768 samples
D/Quake_DEBUG(10001):    16 samplebits
D/Quake_DEBUG(10001):  4096 submission_chunk
D/Quake_DEBUG(10001): 44100 speed
D/Quake_DEBUG(10001): 0x4e1b9008 dma buffer
D/Quake_DEBUG(10001): No background file.
D/Quake_DEBUG(10001): ----------------------
D/Quake_DEBUG(10001): Sound initialization successful.
D/Quake_DEBUG(10001): --------------------------------

GL Driver errors then?

Original comment by compy...@gmail.com on 26 Feb 2010 at 11:09

GoogleCodeExporter commented 9 years ago
Just for reference this is what I see here on my Motorola Milestone (same 
hardware)
and others have also used it on a Droid:
D/Quake_DEBUG( 1520): GL_VENDOR: Imagination Technologies
D/Quake_DEBUG( 1520): GL_RENDERER: PowerVR SGX 530
D/Quake_DEBUG( 1520): GL_VERSION: OpenGL ES-CM 1.1
D/Quake_DEBUG( 1520): GL_EXTENSIONS: GL_OES_byte_coordinates GL_OES_fixed_point
GL_OES_single_precision GL_OES_matrix_get GL_OES_read_format
GL_OES_compressed_paletted_texture GL_OES_point_sprite GL_OES_point_size_array
GL_OES_matrix_palette GL_OES_draw_texture GL_OES_query_matrix
GL_OES_texture_env_crossbar GL_OES_texture_mirrored_repeat 
GL_OES_texture_cube_map
GL_OES_blend_subtract GL_OES_blend_func_separate GL_OES_blend_equation_separate
GL_OES_stencil_wrap GL_OES_extended_matrix_palette GL_OES_framebuffer_object
GL_OES_rgb8_rgba8 GL_OES_depth24 GL_OES_stencil8 
GL_OES_compressed_ETC1_RGB8_texture
GL_OES_mapbuffer GL_OES_EGL_image GL_EXT_multi_draw_arrays
GL_OES_required_internalformat GL_IMG_read_format 
GL_IMG_texture_compression_pvrtc
GL_IMG_texture_format_BGRA8888 GL_EXT_texture_format_BGRA8888 
GL_IMG_texture_stream
GL_IMG_vertex_program 
D/Quake_DEBUG( 1520): GL_MAX_TEXTURE_SIZE: 2048
D/Quake_DEBUG( 1520): GL_MAX_TEXTURE_UNITS_ARB: 4
D/Quake_DEBUG( 1520): 
D/Quake_DEBUG( 1520): PIXELFORMAT: color(16-bits) Z(24-bit) stencil(8-bits)
D/Quake_DEBUG( 1520): MODE: 3, 854 x 480 fullscreen hz:
D/Quake_DEBUG( 1520): N/A
D/Quake_DEBUG( 1520): GAMMA: software w/ 0 overbright bits
D/Quake_DEBUG( 1520): rendering primitives: 
D/Quake_DEBUG( 1520): single glDrawElements
D/Quake_DEBUG( 1520): texturemode: GL_LINEAR_MIPMAP_NEAREST
D/Quake_DEBUG( 1520): picmip: 1
D/Quake_DEBUG( 1520): texture bits: 0
D/Quake_DEBUG( 1520): multitexture: enabled
D/Quake_DEBUG( 1520): compiled vertex arrays: enabled
D/Quake_DEBUG( 1520): texenv add: enabled
D/Quake_DEBUG( 1520): compressed textures: disabled
D/Quake_DEBUG( 1520): Initializing Shaders
D/Quake_DEBUG( 1520): ----- finished R_Init -----
D/Quake_DEBUG( 1520): ------ Initializing Sound ------
D/Quake_DEBUG( 1520): Initializing Android Sound subsystem
D/Quake_DEBUG( 1520): ----- Sound Info -----

I can't easily say now what is wrong but it looks like the game can't find some
files. Are you sure you are using the correct pak0.pk3 and other pk3 files from
Quake3 Arena and not from another game?

It could also be related to something else (unlikely though). A part of the 
OpenGL is
fully handled by Android and I heard that on some phones / Android versions the
default OpenGL settings aren't correct and that could possibly lead to such 
issues.

Original comment by thunderb...@gmail.com on 26 Feb 2010 at 11:27

GoogleCodeExporter commented 9 years ago
I'm using it from the demo, but I'm really just searching the web for them. 
Could 
you post links for the correct ones?

Original comment by compy...@gmail.com on 26 Feb 2010 at 11:49

GoogleCodeExporter commented 9 years ago
Get spare parts if you don't already and check compatibility mode. I had that 
problem
with my acer one some 3d games. 

Original comment by IakonaW...@gmail.com on 2 Mar 2010 at 6:01

GoogleCodeExporter commented 9 years ago
Thanks for the suggestion. I tired the compatibility mode, but it was the same. 
I 
guess I either have the wrong files or it doesn't work on my modded phone.

Thanks anyway.

Original comment by compy...@gmail.com on 3 Mar 2010 at 12:42

GoogleCodeExporter commented 9 years ago
Fixed it. Turns out I had the wrong files.

Original comment by compy...@gmail.com on 3 Mar 2010 at 1:15

GoogleCodeExporter commented 9 years ago
Downloaded these: http://www.mediafire.com/?yngrz3cwj2i

Everything works now. Great port!

Original comment by compy...@gmail.com on 3 Mar 2010 at 1:16

GoogleCodeExporter commented 9 years ago
Good, marking the issue as fixed :)

Original comment by thunderb...@gmail.com on 7 Mar 2010 at 9:01