I get:
“Shadow Demo: Video driver reports that depth textures are not supported.”
and then in the command line i get:
me@lapper:~$ glxinfo | grep depth
GL_S3_s3tc, GL_ARB_depth_texture, GL_ARB_fragment_program,
full version: dpaste.com/hold/15690/
any way i can troubleshoot the problem?
Hm. I can’t imagine what the deal is there. This is from the C++ code:
_supports_depth_texture =
has_extension(“GL_ARB_depth_texture”) || is_at_least_version(1, 4);
Pretty darn simple. And the function getSupportsDepthTexture() is just returning the value of that variable. So it’s hard to guess what’s going wrong. So do this: in your config.prc file, add this:
notify-level-glgsg debug
This will cause panda to dump an unreasonable amount of information. Try capturing that to a file, and see what extensions panda is reporting.
DirectStart: Starting the game.
Warning: DirectNotify: category ‘Interval’ already exists
Known pipe types:
glxGraphicsPipe
(all display modules loaded.)
:display:gsg:glgsg(debug): GL_VENDOR = ATI Technologies Inc.
:display:gsg:glgsg(debug): GL_RENDERER = MOBILITY RADEON X600 SE
:display:gsg:glgsg(debug): GL_VERSION = 2.0.6334 (8.34.
:display:gsg:glgsg(debug): GL_VERSION = 2.0.6334 (8.34. , decoded to 2.0.6334
:display:gsg:glgsg(debug): GLX_VENDOR (client) = ATI
:display:gsg:glgsg(debug): GLX_VERSION (client) = 1.3
:display:gsg:glgsg(debug): GLX_VENDOR (server) = SGI
:display:gsg:glgsg(debug): GLX_VERSION (server) = 1.2
:display:gsg:glgsg(debug): GLX_VERSION = 1.2
:display:gsg:glgsg(debug): GL Extensions:
:display:gsg:glgsg(debug): GLX_ARB_get_proc_address
:display:gsg:glgsg(debug): GLX_ARB_multisample
:display:gsg:glgsg(debug): GLX_EXT_import_context
:display:gsg:glgsg(debug): GLX_EXT_visual_info
:display:gsg:glgsg(debug): GLX_EXT_visual_rating
:display:gsg:glgsg(debug): GL_ARB_depth_texture
:display:gsg:glgsg(debug): GL_ARB_draw_buffers
:display:gsg:glgsg(debug): GL_ARB_fragment_program
:display:gsg:glgsg(debug): GL_ARB_fragment_program_shadow
:display:gsg:glgsg(debug): GL_ARB_fragment_shader
:display:gsg:glgsg(debug): GL_ARB_multisample
:display:gsg:glgsg(debug): GL_ARB_multitexture
:display:gsg:glgsg(debug): GL_ARB_occlusion_query
:display:gsg:glgsg(debug): GL_ARB_pixel_buffer_object
:display:gsg:glgsg(debug): GL_ARB_point_parameters
:display:gsg:glgsg(debug): GL_ARB_point_sprite
:display:gsg:glgsg(debug): GL_ARB_shader_objects
:display:gsg:glgsg(debug): GL_ARB_shading_language_100
:display:gsg:glgsg(debug): GL_ARB_shadow
:display:gsg:glgsg(debug): GL_ARB_shadow_ambient
:display:gsg:glgsg(debug): GL_ARB_texture_border_clamp
:display:gsg:glgsg(debug): GL_ARB_texture_compression
:display:gsg:glgsg(debug): GL_ARB_texture_cube_map
:display:gsg:glgsg(debug): GL_ARB_texture_env_add
:display:gsg:glgsg(debug): GL_ARB_texture_env_combine
:display:gsg:glgsg(debug): GL_ARB_texture_env_crossbar
:display:gsg:glgsg(debug): GL_ARB_texture_env_dot3
:display:gsg:glgsg(debug): GL_ARB_texture_float
:display:gsg:glgsg(debug): GL_ARB_texture_mirrored_repeat
:display:gsg:glgsg(debug): GL_ARB_texture_rectangle
:display:gsg:glgsg(debug): GL_ARB_transpose_matrix
:display:gsg:glgsg(debug): GL_ARB_vertex_blend
:display:gsg:glgsg(debug): GL_ARB_vertex_buffer_object
:display:gsg:glgsg(debug): GL_ARB_vertex_program
:display:gsg:glgsg(debug): GL_ARB_vertex_shader
:display:gsg:glgsg(debug): GL_ARB_window_pos
:display:gsg:glgsg(debug): GL_ATIX_texture_env_combine3
:display:gsg:glgsg(debug): GL_ATIX_texture_env_route
:display:gsg:glgsg(debug): GL_ATIX_vertex_shader_output_point_size
:display:gsg:glgsg(debug): GL_ATI_draw_buffers
:display:gsg:glgsg(debug): GL_ATI_element_array
:display:gsg:glgsg(debug): GL_ATI_envmap_bumpmap
:display:gsg:glgsg(debug): GL_ATI_fragment_shader
:display:gsg:glgsg(debug): GL_ATI_map_object_buffer
:display:gsg:glgsg(debug): GL_ATI_separate_stencil
:display:gsg:glgsg(debug): GL_ATI_texture_env_combine3
:display:gsg:glgsg(debug): GL_ATI_texture_float
:display:gsg:glgsg(debug): GL_ATI_texture_mirror_once
:display:gsg:glgsg(debug): GL_ATI_vertex_array_object
:display:gsg:glgsg(debug): GL_ATI_vertex_attrib_array_object
:display:gsg:glgsg(debug): GL_ATI_vertex_streams
:display:gsg:glgsg(debug): GL_EXT_abgr
:display:gsg:glgsg(debug): GL_EXT_bgra
:display:gsg:glgsg(debug): GL_EXT_blend_color
:display:gsg:glgsg(debug): GL_EXT_blend_func_separate
:display:gsg:glgsg(debug): GL_EXT_blend_minmax
:display:gsg:glgsg(debug): GL_EXT_blend_subtract
:display:gsg:glgsg(debug): GL_EXT_clip_volume_hint
:display:gsg:glgsg(debug): GL_EXT_compiled_vertex_array
:display:gsg:glgsg(debug): GL_EXT_draw_range_elements
:display:gsg:glgsg(debug): GL_EXT_fog_coord
:display:gsg:glgsg(debug): GL_EXT_framebuffer_object
:display:gsg:glgsg(debug): GL_EXT_multi_draw_arrays
:display:gsg:glgsg(debug): GL_EXT_packed_pixels
:display:gsg:glgsg(debug): GL_EXT_point_parameters
:display:gsg:glgsg(debug): GL_EXT_rescale_normal
:display:gsg:glgsg(debug): GL_EXT_secondary_color
:display:gsg:glgsg(debug): GL_EXT_separate_specular_color
:display:gsg:glgsg(debug): GL_EXT_shadow_funcs
:display:gsg:glgsg(debug): GL_EXT_stencil_wrap
:display:gsg:glgsg(debug): GL_EXT_texgen_reflection
:display:gsg:glgsg(debug): GL_EXT_texture3D
:display:gsg:glgsg(debug): GL_EXT_texture_compression_s3tc
:display:gsg:glgsg(debug): GL_EXT_texture_cube_map
:display:gsg:glgsg(debug): GL_EXT_texture_edge_clamp
:display:gsg:glgsg(debug): GL_EXT_texture_env_add
:display:gsg:glgsg(debug): GL_EXT_texture_env_combine
:display:gsg:glgsg(debug): GL_EXT_texture_env_dot3
:display:gsg:glgsg(debug): GL_EXT_texture_filter_anisotropic
:display:gsg:glgsg(debug): GL_EXT_texture_lod_bias
:display:gsg:glgsg(debug): GL_EXT_texture_mirror_clamp
:display:gsg:glgsg(debug): GL_EXT_texture_object
:display:gsg:glgsg(debug): GL_EXT_texture_rectangle
:display:gsg:glgsg(debug): GL_EXT_vertex_array
:display:gsg:glgsg(debug): GL_EXT_vertex_shader
:display:gsg:glgsg(debug): GL_HP_occlusion_test
:display:gsg:glgsg(debug): GL_NV_blend_square
:display:gsg:glgsg(debug): GL_NV_occlusion_query
:display:gsg:glgsg(debug): GL_NV_texgen_reflection
:display:gsg:glgsg(debug): GL_S3_s3tc
:display:gsg:glgsg(debug): GL_SGIS_generate_mipmap
:display:gsg:glgsg(debug): GL_SGIS_texture_border_clamp
:display:gsg:glgsg(debug): GL_SGIS_texture_edge_clamp
:display:gsg:glgsg(debug): GL_SGIS_texture_lod
:display:gsg:glgsg(debug): GL_SGI_color_matrix
:display:gsg:glgsg(debug): GL_SUN_multi_draw_arrays
:display:gsg:glgsg(debug): HAS EXT GLX_ARB_get_proc_address 1
:display:gsg:glgsg(debug): HAS EXT GL_ARB_point_sprite 1
:display:gsg:glgsg(debug): HAS EXT GL_ARB_vertex_blend 1
:display:gsg:glgsg(debug): max vertex transforms = 4
:display:gsg:glgsg(debug): HAS EXT GL_ARB_matrix_palette 0
:display:gsg:glgsg(debug): HAS EXT GL_ARB_depth_texture 1
:display:gsg:glgsg(debug): HAS EXT GL_EXT_packed_depth_stencil 0
:display:gsg:glgsg(debug): HAS EXT GL_ARB_texture_cube_map 1
:display:gsg:glgsg(debug): HAS EXT GL_EXT_bgra 1
:display:gsg:glgsg(debug): HAS EXT GL_EXT_rescale_normal 1
:display:gsg:glgsg(debug): HAS EXT GL_ARB_multisample 1
:display:gsg:glgsg(debug): HAS EXT GL_SGIS_generate_mipmap 1
:display:gsg:glgsg(debug): HAS EXT GL_ARB_texture_non_power_of_two 0
:display:gsg:glgsg(debug): HAS EXT GL_ARB_depth_texture 1
:display:gsg:glgsg(debug): HAS EXT GL_ARB_shadow 1
:display:gsg:glgsg(debug): HAS EXT GL_ARB_fragment_program_shadow 1
:display:gsg:glgsg(debug): HAS EXT GL_ARB_texture_env_combine 1
:display:gsg:glgsg(debug): HAS EXT GL_ARB_texture_env_crossbar 1
:display:gsg:glgsg(debug): HAS EXT GL_ARB_texture_env_dot3 1
:display:gsg:glgsg(debug): HAS EXT GL_ATI_draw_buffers 1
:display:gsg:glgsg(debug): HAS EXT GL_EXT_framebuffer_object 1
:display:gsg:glgsg(debug): Occlusion query counter provides 32 bits.
:display:gsg:glgsg(debug): HAS EXT GL_SGIS_texture_edge_clamp 1
:display:gsg:glgsg(debug): HAS EXT GL_ARB_texture_border_clamp 1
:display:gsg:glgsg(debug): HAS EXT GL_ARB_texture_mirrored_repeat 1
:display:gsg:glgsg(debug): HAS EXT GL_EXT_texture_mirror_clamp 1
:display:gsg:glgsg(debug): max texture dimension = 2048, max 3d texture = 2048, max cube map = 2048
:display:gsg:glgsg(debug): max_elements_vertices = 2147483647, max_elements_indices = 65535
:display:gsg:glgsg(debug): vertex buffer objects are supported.
:display:gsg:glgsg(debug): Supported compressed texture formats:
GL_COMPRESSED_RGB_S3TC_DXT1_EXT
GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
:display:gsg:glgsg(debug): HAS EXT GL_EXT_stencil_wrap 1
:display:gsg:glgsg(debug): HAS EXT GL_EXT_stencil_two_side 0
:display:gsg:glgsg(debug): max lights = 8
:display:gsg:glgsg(debug): max clip planes = 6
:display:gsg:glgsg(debug): max texture stages = 8
:display:gsg:glgsg(debug):
Cg vertex profile = arbvp1 id = 6150
Cg pixel profile = arbfp1 id = 7000
shader model = 2
:display:gsg:glgsg(debug): HAS EXT GLX_SGI_swap_control 0
:util(warning): Adjusting global clock’s real time by 1.40401 seconds.
:util(warning): Adjusting global clock’s real time by -0.439988 seconds.
:display:gsg:glgsg(debug): loading uncompressed texture Nimbus Sans L Regular Condensed_0
:display:gsg:glgsg(debug): GLGraphicsStateGuardian 0x85418a4 destructing
does it need 1.4 from the code check? I am running 32 bit feisty. on a MOBILITY RADEON X600 SE using ATI Technologies Inc. closed source drivers.
any thing else i can do?
[/quote]
It shouldn’t need 1.4. That’s a logical “or” operator there… so I can’t imagine what’s going on.
I’m going to puzzle over this some more.
thank you very much i would love to get fast shadows to work
rdb
August 3, 2007, 3:13pm
6
Same error, but when I use the algorithm itself in my own app it works good.
So I see that treeform was using a mobility radeon X600… what about you, pro-rsoft?
pro-rsoft, can you post your app that works? or is it too complex? It might have some thing todo with the fact that the sample is initializing some thing that conflicts with the depth texture.
rdb
August 4, 2007, 5:15am
9
Here you go, just our lighting module, which works fine:
heartseed.svn.sourceforge.net/vi … iew=markup
This module lights everything that is parented to the builtin renderL.
But when running the Shadow example, sorry, no depth texture error, but this:
“Driver cannot create an offscreen buffer.”
Josh, my card is a GeForce FX 5200… my debug output is in this post .
It’s weird that my own code works, AND about a month ago I got your Shadow Example from CVS, and it worked for me too on 1.3.2.
I can’t for the life of me figure out what’s going on here. One minute it says it has depth textures, the next minute it doesn’t.
You could try compiling panda, then running it under the C++ debugger to see what’s going on. It’s actually not very hard to do. If you’re up for it, just say so.
I join this thread for not making another, when i run the shadow demo panda tell me :
And when i quit the app he said me :
A screenshot of what looks the shadow demo on my computer.
I don’t know if it’s the good render, but when i modify the bias value and the light source nothing appended.
Can somebody post a good render of the sample ?
if it can help, my graphic card is :