Open legluondunet opened 1 year ago
Are the artifacts on her arms and legs consistent or do they change/flicker?
How to use your save file?
You have a AMD GPU card ? How to use your save file?
As the visuals are that broken right now, it doesn't matter. Anyways, within the launcher, open the "configuration" tab, and select "show data location", it will (hopefully) open your file manager at the user data folder. There's a folder saves/tr1
, place the extracted file there.
a video for bfee7da6638e895b8c9aa6c603b11c5067477e4a https://youtu.be/cfQw1av5I1A
Huh. That video is actually interesting. How about dee3910c6a914bbcf4dbaa296f3605742598d239
?
Uhm... I'm sorry to say, but that's probably a bug either with the driver or the graphics card. The video shows stuff that shouldn't be possible with the overall changes in that commit. There's nothing more I can do, sorry.
I saw the same issue with RX5700XT, also on Linux (Mesa 22.2.5). I investigated a bit using apitrace, and for what it's worth it seems to have something to do with the use of bindless textures in the vsm-square-pass.
I did a little hack to force using traditional texture binding for this pass. It fixes the glitches on my machine. Here's a patch that can be applied on cd05510ca6353ec2b20efc0e544c54264066f0e5: https://gist.github.com/Magnutic/af0b45766530acdfee0c86707fb6e53e
(Disabling AMD debug output was needed to make apitrace work.)
There are also glitches when using the edge-outline outline. I suppose the same underlying issue may be the same, but I have not investigated that.
Interesting. Your patch shouldn't work at all, because you're passing a texture handle name into glBindTexture
, which expects a texture name. These are completely different things, and glBindTexture
should report a GL_INVALID_VALUE
error because it wasn't receiving a texture name.
The OpenGL specs say:
GL_INVALID_VALUE is generated if texture is not a name returned from a previous call to glGenTextures.
...but the handle you're passing in was generated from a call to glGetTextureSamplerHandle
. I couldn't find anything about this being valid in the ARB_bindless_texture specs.
As it turns out, it's valid, as written in issue 12 in the ARB_bindless_texture specs.
It might be that flooding the code base with a lot of glTextureBarrier
could help, but as this is a rare case of texture corruption, I'm anything but sure.
@legluondunet @Magnutic could you check whether the current revision reduced or, even better, resolved your issues? That would be awesome. Thanks in advance!
just tested, no changes.
Thanks for the feedback. This is unfortunate. I'm currently working on refactoring the engine to Vulkan, but it's a lot of work, and I'm just scratching the surface.
Hello, I just compiled today's git croftengine on Linux. Three things:
failed to load translations for QLocale(French, Latin, France) / "fr_FR"
Where could I find this translations files?I tried to report this issue on youtrack but it seems I haven't permission to do that. Thank you for your help.