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Glest 3.2.2 game armv7 rendering problems #132

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MagaTailor opened this issue Sep 4, 2015 · 5 comments
Open

Glest 3.2.2 game armv7 rendering problems #132

MagaTailor opened this issue Sep 4, 2015 · 5 comments
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@MagaTailor
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Hi,

This game, the original Glest from 2009, runs perfectly on x86 using OpenGL 1.4. But on Odroid C1 (x11, mali) the game sort of works, but all the rendered parts are completely gray:

./glest 
libGL:loaded: libGLESv1_CM.so
libGL:loaded: libEGL.so
libGL: built on Aug 30 2015 11:08:44
stubbed glLightModelf(GL_LIGHT_MODEL_COLOR_CONTROL, 33273.00)
stubbed glLightModelf(GL_LIGHT_MODEL_COLOR_CONTROL, 33273.00)
stubbed glLightModelf(GL_LIGHT_MODEL_COLOR_CONTROL, 33273.00)
stubbed glLightModelf(GL_LIGHT_MODEL_COLOR_CONTROL, 33273.00)
stubbed glLightModelf(GL_LIGHT_MODEL_COLOR_CONTROL, 33273.00)
stubbed glLightModelf(GL_LIGHT_MODEL_COLOR_CONTROL, 33273.00)
stubbed glLightModelf(GL_LIGHT_MODEL_COLOR_CONTROL, 33273.00)
stubbed glLightModelf(GL_LIGHT_MODEL_COLOR_CONTROL, 33273.00)
stubbed glLightModelf(GL_LIGHT_MODEL_COLOR_CONTROL, 33273.00)
stubbed glLightModelf(GL_LIGHT_MODEL_COLOR_CONTROL, 33273.00)
stubbed glLightModelf(GL_LIGHT_MODEL_COLOR_CONTROL, 33273.00)
stubbed glLightModelf(GL_LIGHT_MODEL_COLOR_CONTROL, 33273.00)
stubbed glLightModelf(GL_LIGHT_MODEL_COLOR_CONTROL, 33273.00)
stubbed glLightModelf(GL_LIGHT_MODEL_COLOR_CONTROL, 33273.00)
stubbed glLightModelf(GL_LIGHT_MODEL_COLOR_CONTROL, 33273.00)
libGL: GL_INVALID_ENUM when calling glGet<GL_FLOAT>(GL_TRANSPOSE_PROJECTION_MATRIX)
stubbed glLightModelf(GL_LIGHT_MODEL_COLOR_CONTROL, 33273.00)
stubbed glLightModelf(GL_LIGHT_MODEL_COLOR_CONTROL, 33274.00)
stubbed glLightModelf(GL_LIGHT_MODEL_COLOR_CONTROL, 33273.00)
stubbed glLightModelf(GL_LIGHT_MODEL_COLOR_CONTROL, 33274.00)
stubbed glLightModelf(GL_LIGHT_MODEL_COLOR_CONTROL, 33273.00)
stubbed glLightModelf(GL_LIGHT_MODEL_COLOR_CONTROL, 33274.00)
libGL: GL_INVALID_ENUM when calling glGet<GL_FLOAT>(GL_TRANSPOSE_PROJECTION_MATRIX)
stubbed glLightModelf(GL_LIGHT_MODEL_COLOR_CONTROL, 33273.00)
stubbed glLightModelf(GL_LIGHT_MODEL_COLOR_CONTROL, 33274.00)
stubbed glLightModelf(GL_LIGHT_MODEL_COLOR_CONTROL, 33273.00)
stubbed glLightModelf(GL_LIGHT_MODEL_COLOR_CONTROL, 33274.00)
stubbed glLightModelf(GL_LIGHT_MODEL_COLOR_CONTROL, 33273.00)
stubbed glLightModelf(GL_LIGHT_MODEL_COLOR_CONTROL, 33274.00)
libGL: GL_INVALID_ENUM when calling glGet<GL_FLOAT>(GL_TRANSPOSE_PROJECTION_MATRIX)

and so on.

Could this possibly be fixed?

@lunixbochs
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I'll run glest tonight and see if I can determine why it's gray.

@MagaTailor
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You seem to have lost interest, shall we close this?

@lunixbochs
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lunixbochs commented Jan 30, 2017 via email

@MagaTailor
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Oh, terribly sorry to hear that. Please be more careful ;)

@lunixbochs
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lunixbochs commented Mar 27, 2017

1d/2d/3d texture binding should be tracked separately. glTexSubImage, etc should make sure the correct texture is bound

but glDraw*, glEnd also need to make sure all relevant textures are bound. I don't believe you can use 1d, 2d, 3d textures simultaneously as texture coords wouldn't apply to all. I assume games will usually only glEnable one of GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D at a time, but maybe checking how other implementations handle this would help.

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