Polymer compatibility

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Please add the following information to this page if you're having feature problems with polymer:

Your name

Description of your problems

Your GPU

Your driver version and operating system

Your EDuke32 version (copied from the first line of eduke32.log)

The output of the "glinfo" command typed in the EDuke32 console (copy it from eduke32.log after closing the game)

Did you see any "Failed to compile GPU program..." messages in your eduke32.log after feature x didn't work? Please copy them here.

Here's a first example, just copy it and replace with your information:

Plagman

My problems:

Everything works fine since I'm using an NVIDIA card.

My graphics card:

NVIDIA Quadro FX 5800 with 4GB RAM.

My driver version and operating system:

Driver 190.02 for Linux x86

My EDuke32 version:

EDuke32 2.0.0devel 20090428

My GPU caps:

OpenGL Information:

Version:  3.1.0 NVIDIA 190.02
Vendor:   NVIDIA Corporation
Renderer: Quadro FX 570/PCI/SSE2
Maximum anisotropy:      16.0
BGRA textures:           supported
Non-x textures:        supported
Texure compression:      supported
Clamp-to-edge:           supported
Multisampling:           supported
Nvidia multisample hint: supported
ARBfp fragment programs: supported
Depth textures:          supported
Shadow textures:         supported
Frame Buffer Objects:    supported
Rectangle textures:      supported
Multitexturing:          supported
env_combine:             supported
Vertex Buffer Objects:   supported
Shader Model 4:          supported
Extensions:
  GL_ARB_color_buffer_float GL_ARB_compatibility
  GL_ARB_copy_buffer GL_ARB_depth_buffer_float
  GL_ARB_depth_texture GL_ARB_draw_buffers
  GL_ARB_draw_instanced GL_ARB_fragment_program
  GL_ARB_fragment_program_shadow GL_ARB_fragment_shader
  GL_ARB_half_float_pixel GL_ARB_half_float_vertex
  GL_ARB_framebuffer_object GL_ARB_geometry_shader4
  GL_ARB_imaging GL_ARB_map_buffer_range
  GL_ARB_multisample GL_ARB_multitexture
  GL_ARB_occlusion_query GL_ARB_pixel_buffer_object
  GL_ARB_point_parameters GL_ARB_point_sprite
  GL_ARB_shadow GL_ARB_shader_objects
  GL_ARB_shading_language_100 GL_ARB_texture_border_clamp
  GL_ARB_texture_buffer_object GL_ARB_texture_compression
  GL_ARB_texture_cube_map GL_ARB_texture_env_add
  GL_ARB_texture_env_combine GL_ARB_texture_env_dot3
  GL_ARB_texture_float GL_ARB_texture_mirrored_repeat
  GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle
  GL_ARB_texture_rg GL_ARB_transpose_matrix
  GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object
  GL_ARB_vertex_program GL_ARB_vertex_shader
  GL_ARB_window_pos GL_ATI_draw_buffers
  GL_ATI_texture_float GL_ATI_texture_mirror_once
  GL_S3_s3tc GL_EXT_texture_env_add
  GL_EXT_abgr GL_EXT_bgra
  GL_EXT_blend_color GL_EXT_blend_equation_separate
  GL_EXT_blend_func_separate GL_EXT_blend_minmax
  GL_EXT_blend_subtract GL_EXT_compiled_vertex_array
  GL_EXT_Cg_shader GL_EXT_bindable_uniform
  GL_EXT_depth_bounds_test GL_EXT_direct_state_access
  GL_EXT_draw_buffers2 GL_EXT_draw_instanced
  GL_EXT_draw_range_elements GL_EXT_fog_coord
  GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample
  GL_EXT_framebuffer_object GL_EXTX_framebuffer_mixed_formats
  GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4
  GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4
  GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil
  GL_EXT_packed_float GL_EXT_packed_pixels
  GL_EXT_pixel_buffer_object GL_EXT_point_parameters
  GL_EXT_provoking_vertex GL_EXT_rescale_normal
  GL_EXT_secondary_color GL_EXT_separate_shader_objects
  GL_EXT_separate_specular_color GL_EXT_shadow_funcs
  GL_EXT_stencil_two_side GL_EXT_stencil_wrap
  GL_EXT_texture3D GL_EXT_texture_array
  GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc
  GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc
  GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp
  GL_EXT_texture_env_combine GL_EXT_texture_env_dot3
  GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer
  GL_EXT_texture_lod GL_EXT_texture_lod_bias
  GL_EXT_texture_mirror_clamp GL_EXT_texture_object
  GL_EXT_texture_sRGB GL_EXT_texture_swizzle
  GL_EXT_texture_shared_exponent GL_EXT_timer_query
  GL_EXT_vertex_array GL_EXT_vertex_array_bgra
  GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat
  GL_KTX_buffer_region GL_NV_blend_square
  GL_NV_copy_depth_to_color GL_NV_depth_buffer_float
  GL_NV_conditional_render GL_NV_depth_clamp
  GL_NV_explicit_multisample GL_NV_fence
  GL_NV_float_buffer GL_NV_fog_distance
  GL_NV_fragment_program GL_NV_fragment_program_option
  GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage
  GL_NV_geometry_shader4 GL_NV_gpu_program4
  GL_NV_half_float GL_NV_light_max_exponent
  GL_NV_multisample_coverage GL_NV_multisample_filter_hint
  GL_NV_occlusion_query GL_NV_packed_depth_stencil
  GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2
  GL_NV_pixel_data_range GL_NV_point_sprite
  GL_NV_primitive_restart GL_NV_register_combiners
  GL_NV_register_combiners2 GL_NV_texgen_reflection
  GL_NV_texture_compression_vtc GL_NV_texture_env_combine4
  GL_NV_texture_expand_normal GL_NV_texture_rectangle
  GL_NV_texture_shader GL_NV_texture_shader2
  GL_NV_texture_shader3 GL_NV_transform_feedback
  GL_NV_vertex_array_range GL_NV_vertex_array_range2
  GL_NV_vertex_program GL_NV_vertex_program1_1
  GL_NV_vertex_program2 GL_NV_vertex_program2_option
  GL_NV_vertex_program3 GL_NVX_conditional_render
  GL_NV_vertex_buffer_unified_memory GL_NV_shader_buffer_load
  GL_SGIS_generate_mipmap GL_SGIS_texture_lod
  GL_SGIX_depth_texture GL_SGIX_shadow
  GL_SUN_slice_accum 

Are some GPU programs failing to compile?

Nope.

The Commander

My problems:

E1L1 Runs at around 5 - 8 FPS using Parkers SVN Map Hack and textures. ( Im not sure if this is normal or not, does not like all the spotlights, point lights are fine though ) Mirrors work fine for me.

My graphics card:

Sapphire ATI Radeon HD 3650 512 MB AGP.

My driver version and operating system:

Driver 9.4 AGP Hotfix Windows XP 32bit SP3

My EDuke32 version:

EDuke32 2.0.0devel 20090512

My GPU caps:

OpenGL Information:

Version:  2.1.8577
Vendor:   ATI Technologies Inc.
Renderer: ATI Radeon HD 3600 Series
Maximum anisotropy:      16.0
BGRA textures:           supported
Non-x textures:        supported
Texure compression:      supported
Clamp-to-edge:           supported
Multisampling:           not supported
Nvidia multisample hint: not supported
ARBfp fragment programs: supported
Depth textures:          supported
Shadow textures:         supported
Frame Buffer Objects:    supported
Rectangle textures:      supported
Multitexturing:          supported
env_combine:             supported
Vertex Buffer Objects:   supported
Shader Model 4:          supported
Extensions:
  GL_AMDX_vertex_shader_tessellator GL_AMD_performance_monitor
  GL_ARB_color_buffer_float GL_ARB_depth_buffer_float
  GL_ARB_depth_texture GL_ARB_draw_buffers
  GL_ARB_draw_instanced GL_ARB_fragment_program
  GL_ARB_fragment_program_shadow GL_ARB_fragment_shader
  GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB
  GL_ARB_half_float_pixel GL_ARB_half_float_vertex
  GL_ARB_instanced_arrays GL_ARB_map_buffer_range
  GL_ARB_multisample GL_ARB_multitexture
  GL_ARB_occlusion_query GL_ARB_pixel_buffer_object
  GL_ARB_point_parameters GL_ARB_point_sprite
  GL_ARB_shader_objects GL_ARB_shader_texture_lod
  GL_ARB_shading_language_100 GL_ARB_shadow
  GL_ARB_shadow_ambient GL_ARB_texture_border_clamp
  GL_ARB_texture_buffer_object GL_ARB_texture_compression
  GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map
  GL_ARB_texture_env_add GL_ARB_texture_env_combine
  GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3
  GL_ARB_texture_float GL_ARB_texture_mirrored_repeat
  GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle
  GL_ARB_texture_rg GL_ARB_transpose_matrix
  GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object
  GL_ARB_vertex_program GL_ARB_vertex_shader
  GL_ARB_window_pos GL_ATI_draw_buffers
  GL_ATI_envmap_bumpmap GL_ATI_fragment_shader
  GL_ATI_meminfo GL_ATI_separate_stencil
  GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3
  GL_ATI_texture_float GL_EXT_abgr
  GL_EXT_bgra GL_EXT_bindable_uniform
  GL_EXT_blend_color GL_EXT_blend_equation_separate
  GL_EXT_blend_func_separate GL_EXT_blend_minmax
  GL_EXT_blend_subtract GL_EXT_compiled_vertex_array
  GL_EXT_copy_buffer GL_EXT_copy_texture
  GL_EXT_draw_buffers2 GL_EXT_draw_range_elements
  GL_EXT_fog_coord GL_EXT_framebuffer_blit
  GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object
  GL_EXT_framebuffer_sRGB GL_EXT_gpu_program_parameters
  GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays
  GL_EXT_packed_depth_stencil GL_EXT_packed_float
  GL_EXT_packed_pixels GL_EXT_point_parameters
  GL_EXT_rescale_normal GL_EXT_secondary_color
  GL_EXT_separate_specular_color GL_EXT_shadow_funcs
  GL_EXT_stencil_wrap GL_EXT_subtexture
  GL_EXT_texgen_reflection GL_EXT_texture3D
  GL_EXT_texture_array GL_EXT_texture_buffer_object
  GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc
  GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map
  GL_EXT_texture_edge_clamp GL_EXT_texture_env_add
  GL_EXT_texture_env_combine GL_EXT_texture_env_dot3
  GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer
  GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp
  GL_EXT_texture_object GL_EXT_texture_rectangle
  GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent
  GL_EXT_texture_swizzle GL_EXT_transform_feedback
  GL_EXT_vertex_array GL_KTX_buffer_region
  GL_NV_blend_square GL_NV_conditional_render
  GL_NV_copy_depth_to_color GL_NV_texgen_reflection
  GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp
  GL_SGIS_texture_lod GL_WIN_swap_hint

Are some GPU programs failing to compile?

Nope, but alot of "Error: glGetTexLevelParameteriv returned GL_FALSE!"

MusicallyInspired

My problems:

Game seizes up to a seemingly frozen unplayable state (not just a simple crawl) when sprites of any kind come into the player's view. Sometimes it'll even "sense" the presence of sprites nearby and you can see them through walls and it seizes it up still. Models seem to work fine. If every sprite in the game was converted to a model there would be no seizing up at all. Also, transparent sprites lose their transparency and are surrounded in black boxes and sometimes the sprites themselves become visibly garbled.

I also don't have any shadows. Lights just seem to shine anywhere sometimes even if there's a wall or something in the way. This includes models, I believe, though it's hard to tell because the game seizes up when they shoot at you or you shoot at them (because of the sprite issue).

My graphics card:

ATI Radeon X1650 Pro AGP

My driver version and operating system:

Catalyst 9.3 (My card is considered a legacy card and not supported by the newer 9.4 driver) Windows XP SP2 (Version 2002) Home Edition

My EDuke32 version:

EDuke32 2.0.0devel 20090428

My GPU caps:

OpenGL Information:

Version:  2.1.8543 Release
Vendor:   ATI Technologies Inc.
Renderer: Radeon X1650 Series
Maximum anisotropy:      16.0
BGRA textures:           supported
Non-x textures:        supported
Texure compression:      supported
Clamp-to-edge:           supported
Multisampling:           not supported
Nvidia multisample hint: not supported
ARBfp fragment programs: supported
Depth textures:          supported
Shadow textures:         supported
Frame Buffer Objects:    supported
Rectangle textures:      supported
Multitexturing:          supported
env_combine:             supported
Vertex Buffer Objects:   supported
Shader Model 4:          not supported
Extensions:
  GL_AMD_performance_monitor GL_ARB_depth_texture
  GL_ARB_draw_buffers GL_ARB_fragment_program
  GL_ARB_fragment_program_shadow GL_ARB_fragment_shader
  GL_ARB_framebuffer_object GL_ARB_half_float_pixel
  GL_ARB_half_float_vertex GL_ARB_map_buffer_range
  GL_ARB_multisample GL_ARB_multitexture
  GL_ARB_occlusion_query GL_ARB_pixel_buffer_object
  GL_ARB_point_parameters GL_ARB_point_sprite
  GL_ARB_shader_objects GL_ARB_shader_texture_lod
  GL_ARB_shading_language_100 GL_ARB_shadow
  GL_ARB_shadow_ambient GL_ARB_texture_border_clamp
  GL_ARB_texture_compression GL_ARB_texture_cube_map
  GL_ARB_texture_env_add GL_ARB_texture_env_combine
  GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3
  GL_ARB_texture_float GL_ARB_texture_mirrored_repeat
  GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle
  GL_ARB_transpose_matrix GL_ARB_vertex_array_object
  GL_ARB_vertex_buffer_object GL_ARB_vertex_program
  GL_ARB_vertex_shader GL_ARB_window_pos
  GL_ATI_draw_buffers GL_ATI_envmap_bumpmap
  GL_ATI_fragment_shader GL_ATI_meminfo
  GL_ATI_separate_stencil GL_ATI_texture_compression_3dc
  GL_ATI_texture_env_combine3 GL_ATI_texture_float
  GL_EXT_abgr GL_EXT_bgra
  GL_EXT_blend_color GL_EXT_blend_equation_separate
  GL_EXT_blend_func_separate GL_EXT_blend_minmax
  GL_EXT_blend_subtract GL_EXT_compiled_vertex_array
  GL_EXT_copy_texture GL_EXT_draw_range_elements
  GL_EXT_fog_coord GL_EXT_framebuffer_blit
  GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object
  GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays
  GL_EXT_packed_depth_stencil GL_EXT_packed_pixels
  GL_EXT_point_parameters GL_EXT_rescale_normal
  GL_EXT_secondary_color GL_EXT_separate_specular_color
  GL_EXT_shadow_funcs GL_EXT_stencil_wrap
  GL_EXT_subtexture GL_EXT_texgen_reflection
  GL_EXT_texture3D GL_EXT_texture_compression_s3tc
  GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp
  GL_EXT_texture_env_add GL_EXT_texture_env_combine
  GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic
  GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp
  GL_EXT_texture_object GL_EXT_texture_rectangle
  GL_EXT_texture_sRGB GL_EXT_texture_swizzle
  GL_EXT_vertex_array GL_KTX_buffer_region
  GL_NV_blend_square GL_NV_texgen_reflection
  GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp
  GL_SGIS_texture_lod GL_WIN_swap_hint

Are some GPU programs failing to compile?

No, but I get a lot of "PR : Compiling GPU program with bits 33913..." with different numbers at the end when the games starts to seize up because of sprites in the player's view.