Mesa 7.11-devel cloned from git as of today 19th April 2011 Ubuntu 10.10 Linux 2.6.36-02063604-generic Intel GMA 4500 256MB Sky is broken in the game Enemy Territory: Quake Wars. To reproduce start Campaign Africa in the game. glxinfo | grep OpenGL OpenGL vendor string: Tungsten Graphics, Inc OpenGL renderer string: Mesa DRI Mobile Intel® GM45 Express Chipset x86/MMX/SSE2 OpenGL version string: 2.1 Mesa 7.11-devel (git-f41e1db) OpenGL shading language version string: 1.20 OpenGL extensions: Thanks
This sounds like bug #34628. Is it the same issue?
Created attachment 45855 [details] Screenshot of the problem
Created attachment 45856 [details] Screenshot 1 of the problem
(In reply to comment #1) > This sounds like bug #34628. Is it the same issue? Tested quake 4 with git, there is no such problem. But the sky is still broken in the game Enemy Territory: Quake Wars. Intel GMA 4500 256MB Linux 2.6.36-02063604-generic Ubuntu 10.10 glxinfo | grep OpenGL OpenGL vendor string: Tungsten Graphics, Inc OpenGL renderer string: Mesa DRI Mobile Intel® GM45 Express Chipset x86/MMX/SSE2 OpenGL version string: 2.1 Mesa 7.11-devel (git-08ba977) OpenGL shading language version string: 1.20 OpenGL extensions:
this bug is introduced by the commit: 559435d9152acc7162e4e60aae6591c7c6c8274b http://cgit.freedesktop.org/mesa/mesa/commit/?id=559435d9152acc7162e4e60aae6591c7c6c8274b after having a look at the patch, I guess this is something to do with gen5 if condition. Please, dont confuse this bug with other bugs. Thank you
this bug is duplicate of the bug https://bugs.freedesktop.org/show_bug.cgi?id=37934 according to bisect
commits vbo: Don't bother checking for stride == 0 for "any varying in a VBO". http://cgit.freedesktop.org/mesa/mesa/commit/?id=8f28c05d07c7a1919c938d81b5f524aed2c60228 and vbo: Don't discount stride == 0 for testing all varyings in VBOs. http://cgit.freedesktop.org/mesa/mesa/commit/?id=d631c19db47181129811080bfa772b210d762d4d fix graphical corruption in the game but the game now keeps crashing after few seconds of getting into the stage. terminal output: -------------------------------------- ------------- Initialized in 08 ------------- --- Common Initialization Complete --- terminal support enabled ( use +set in_tty 0 to disabled ) pid: 18687 2200 MHz CPU 2992 MB System Memory detecting video ram (set sys_videoRam on command line to override) .. trying /proc/dri/0/umm guess failed, return default low-end VRAM setting ( 128MB VRAM ) 128 MB Video Memory Async thread started Opening IP socket: localhost:-1 checking /home/emamg/.etqw/ETQW-demo-client-1.4-full.x86.run... update file downloaded to /home/emamg/.etqw/ETQW-demo-client-1.4-full.x86.run is corrupted, removing A new version of the Enemy Territory: Quake Wars demo is available. Download now? Download Now - Go to website downloading ETQW-demo-client-1.4-full.x86.run: 0.0% curl_easy_perform failed: Callback aborted download failed: curl errcode 42, error Callback aborted couldn't exec '/home/emamg/.etqw/sdnet/emam/base/autoexec.cfg' execing /home/emamg/.etqw/sdnet/emam/base/profile.cfg execing 'localization/english/defaultbinds.cfg' execing /home/emamg/.etqw/sdnet/emam/base/bindings.cfg Opening IP socket: localhost:27733 Server spawned on port 27733. client 0 connected. WARNING: renderProg 'trivialrgbskinningmatrix' is defaulted WARNING: renderProg 'trivialrgbhardskinningmatrix' is defaulted --------- Map Initialization --------- Map: maps/valley.entities WARNING: Sys_Sleep - 10 < 20 msec is not portable ----------- Game Map Init ------------ found DLL in pak file: /home/emamg/Downloads/etqw/base/game002.pk4/compiledscriptx86.so copy compiledscriptx86.so to /home/emamg/.etqw/base/compiledscriptx86.so Loaded '/home/emamg/.etqw/base/compiledscriptx86.so' 262 classes 80 global functions ----------- Loading Map AAS ------------ [Load AAS Binary] loading 'maps/valley.aas_playerb' [Load AAS Binary] loading 'maps/valley.aas_vehicleb' collision data: 129 models 255044 vertices (2988 kB) 403265 edges (7876 kB) 182566 polygons (11410 kB) 595042 polygon edges (1162 kB) 2798 brushes (87 kB) 16813 brush planes (262 kB) 86283 nodes (2359 kB) 386936 polygon refs (3022 kB) 3453 brush refs (26 kB) 103114 internal edges 843 sharp edges 0 contained polygons removed 0 polygons merged 29412 kB total memory used 510 msec to load collision data. 3 KB passage memory used to build PVS 2 msec to calculate PVS 54 areas 120 portals 7 areas visible on average 432 bytes PVS data Spawning entities Loaded 'stuff/valley/stuff.clustb' in 0.3 seconds ...991 entities spawned, 0 inhibited ----------- Loading Map Bot Actions ------------ -------------------------------------- thread priority set to 2 ----- idRenderModelManagerLocal::EndLevelLoad ----- 0 purged from previous 1446 kept from previous 469 new loaded all models loaded in 0.0 seconds --------------------------------------------------- ----- idImageManager::EndLevelLoad ----- 0 purged from previous 99 kept from previous 1283 new loaded 0 megaTextures purged from previous 1 megaTextures kept from previous all images loaded in 1.3 seconds ---------------------------------------- ----- idSoundCache::EndLevelLoad ----- 41074k referenced 0k purged ---------------------------------------- ----------------------------------- 17538 msec to load maps/valley.entities interactionTable size: 1106708 bytes 0 interaction take 0 bytes Loaded map in 18 seconds SpawnPlayer: 0 Emam entered the game. client 1 connected. SpawnPlayer: 1 Herr Boehme entered the game. Herr Boehme joined the Strogg idUsercmdGenLocal::MouseMove: Ignoring ridiculous mouse delta. idUsercmdGenLocal::MouseMove: Ignoring ridiculous mouse delta. idUsercmdGenLocal::MouseMove: Ignoring ridiculous mouse delta. idUsercmdGenLocal::MouseMove: Ignoring ridiculous mouse delta. client 2 connected. SpawnPlayer: 2 I'm a bot entered the game. I'm a bot joined the GDF Emam joined the GDF client 3 connected. SpawnPlayer: 3 Washout entered the game. Washout joined the Strogg Segmentation fault
Strange, restarted the system, removed config directory .etqw from home directory and started the game and set all graphics options like before and boom no more crash from initial testing! closing this bug for now, will reopen if the problem arises again.
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