Texture Problem
21 posts • Page 1 of 1
Texture Problem
Textures, ropes and chains are only visible if I zoom way in and they fade out when I zoom out. I have also had a cloud appear in place of a texture when I zoom out.
I have an ATI Radeon 9600 card with the latest drivers installed.


I have an ATI Radeon 9600 card with the latest drivers installed.


My scenes: http://www.algodoo.com/algobox/search.p ... ction=DESC
My Phun youtube clips: http://www.youtube.com/user/yukinfahoo
My Phun youtube clips: http://www.youtube.com/user/yukinfahoo
-

Wild Bill - Posts: 129
- Joined: Mon Aug 31, 2009 5:50 pm
Re: Texture Problem
hmm... never see something like this. I have the same ATI, Win7 x64.
Dream of Algodoo as game development engine...
-

Kilinich - [Best bug reporter 2010]
- Posts: 2098
- Joined: Mon Aug 31, 2009 8:27 pm
- Location: South Russia
Re: Texture Problem
--Anyone else have this happen? Anyone have any ideas? I have tried everything. When I run 1.8.5 everything is fine.
Heres the log file....
Log file
-------------------------------------
Algodoo beta v1.9.7, Win32
July 01 2011, 14:49:40
---------------------------------------
14:49:40: SDL initalized.
14:49:40: Process attached to CPU 0
14:49:40: CalcWorkDir
14:49:40: GetExecutablePath
14:49:40: Loading language English...
14:49:40: BOM found: UTF-8
14:49:40: Subsystem initialized
14:49:40: argv[0] == "C:\Documents and Settings\wild bill\Desktop\algodoo 197\Algodoo\Algodoo.exe"
14:49:40: Looking for stored registration info...
14:49:40: Threadpool...
14:49:40: Resources...
14:49:40: Simulation...
14:49:40: SPH...
14:49:40: Scene...
14:49:40: Input...
14:49:40: Classmate...
14:49:40: Looking for DCS API...
14:49:40: Failed to find DcsSdkDll.dll
14:49:40: GUI...
14:49:40: BOM found: UTF-16LE
14:49:40: -- Warning: BOM for UTF-16LE found in text expected to be UTF-8
14:49:40: Looking for tablet...
14:49:40: No tablet found (or Wintab32.dll missing)
14:49:40: Adding console...
14:49:40: Adding Reflection...
14:49:40: Adding Language...
14:49:40: Adding Tools...
14:49:40: Adding EntityModifier...
14:49:40: Starting application...
14:49:40: Loading chains...
14:49:40: Loading Algodoo/chains/chain.phn...
14:49:40: Imported phunlet Algodoo/chains/chain.phn
14:49:40: Loading Algodoo/chains/rope.phn...
14:49:40: Imported phunlet Algodoo/chains/rope.phn
14:49:40: Initializing thread-pool...
14:49:40: Application created
14:49:40: Parsing Algodoo/autoexec.cfg...
14:49:43: Init GLEW...
14:49:43: Setting vsync
14:49:43: Loading all resources...
14:49:43: Unloading the old
14:49:43: -- Compilation results for shader: water
Vertex shader was successfully compiled to run on hardware.--
14:49:43: -- Compilation results for shader: water
Fragment shader was successfully compiled to run on hardware.--
14:49:43: -- Linking results for program: water
Fragment shader(s) linked, vertex shader(s) linked.--
14:49:43: Loading the rest...
14:49:43: 28 resources loaded
14:49:43: Done loading resources.
14:49:43: Window created.
14:49:43: Setting viewport
14:49:43: First time running Algodoo
14:49:43: Loading default skin...
14:49:43: Loading skin "default"...
14:49:45: Skin loaded
14:49:45: Web...
14:49:45: Prefetching resources...
14:49:53: -- Compilation results for shader: border
Vertex shader was successfully compiled to run on hardware.--
14:49:53: -- Compilation results for shader: border
Fragment shader was successfully compiled to run on hardware.--
14:49:53: -- Linking results for program: border
Fragment shader(s) linked, vertex shader(s) linked.--
14:49:53: -- Compilation results for shader: box
Vertex shader was successfully compiled to run on hardware.--
14:49:53: -- Compilation results for shader: box
Fragment shader was successfully compiled to run on hardware.--
14:49:53: -- Linking results for program: box
Fragment shader(s) linked, vertex shader(s) linked.--
14:49:53: -- Compilation results for shader: boxTextured
Vertex shader was successfully compiled to run on hardware.--
14:49:53: -- Compilation results for shader: boxTextured
Fragment shader was successfully compiled to run on hardware.--
14:49:53: -- Linking results for program: boxTextured
Fragment shader(s) linked, vertex shader(s) linked.--
14:49:53: -- Compilation results for shader: circle
Vertex shader was successfully compiled to run on hardware.--
14:49:53: -- Compilation results for shader: circle
Fragment shader was successfully compiled to run on hardware.--
14:49:53: -- Linking results for program: circle
Fragment shader(s) linked, vertex shader(s) linked.--
14:49:53: -- Compilation results for shader: circleTextured
Vertex shader was successfully compiled to run on hardware.--
14:49:53: -- Compilation results for shader: circleTextured
Fragment shader was successfully compiled to run on hardware.--
14:49:53: -- Linking results for program: circleTextured
Fragment shader(s) linked, vertex shader(s) linked.--
14:49:53: -- Compilation results for shader: line
Vertex shader was successfully compiled to run on hardware.--
14:49:53: -- Compilation results for shader: line
Fragment shader was successfully compiled to run on hardware.--
14:49:53: -- Linking results for program: line
Fragment shader(s) linked, vertex shader(s) linked.--
14:49:53: -- Compilation results for shader: plane
Vertex shader was successfully compiled to run on hardware.--
14:49:53: -- Compilation results for shader: plane
Fragment shader was successfully compiled to run on hardware.--
14:49:53: -- Linking results for program: plane
Fragment shader(s) linked, vertex shader(s) linked.--
14:49:53: -- Compilation results for shader: planeTextured
Vertex shader was successfully compiled to run on hardware.--
14:49:53: -- Compilation results for shader: planeTextured
Fragment shader was successfully compiled to run on hardware.--
14:49:53: -- Linking results for program: planeTextured
Fragment shader(s) linked, vertex shader(s) linked.--
14:49:53: -- Compilation results for shader: polygon
Vertex shader was successfully compiled to run on hardware.--
14:49:53: -- Compilation results for shader: polygon
Fragment shader was successfully compiled to run on hardware.--
14:49:53: -- Linking results for program: polygon
Fragment shader(s) linked, vertex shader(s) linked.--
14:49:53: -- Compilation results for shader: polygonTextured
Vertex shader was successfully compiled to run on hardware.--
14:49:53: -- Compilation results for shader: polygonTextured
Fragment shader was successfully compiled to run on hardware.--
14:49:53: -- Linking results for program: polygonTextured
Fragment shader(s) linked, vertex shader(s) linked.--
14:49:53: Creating GUI...
14:49:53: AppGUI::LoadScene "Quick tour", automatic = true
14:49:53: Loading Algodoo/scenes/Quick tour.phz...
14:50:04: Adding extra file: environment.png
14:50:04: Adding extra file: properties.png
14:50:04: Adding extra file: rightclick.png
14:50:04: Adding extra file: simulation.png
14:50:04: Adding extra file: toolbar.png
14:50:04: Adding extra file: topmenu.png
14:50:04: Adding extra file: rope_round.png
14:50:04: Adding extra file: Algodoo_Logo.png
14:50:04: Adding extra file: chain_link1.png
14:50:04: Adding extra file: chain_link2.png
14:50:04: BOM found: UTF-8
14:50:11: Loaded scene Algodoo/scenes/Quick tour.phz
14:50:11: Running program...
14:50:12: -- Warning: Qt: QWebInspector: QSettings couldn't read configuration setting [resourceTrackingEnabled].
14:50:12: OpenGL vendor: ATI Technologies Inc.
OpenGL renderer: ATI Radeon 9600/9550/X1050 Series - Secondary
OpenGL version: 2.1.8545 Release
OpenGL shading language version: 1.20
OpenGL 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_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_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 WGL_EXT_swap_control
GLU version: 1.2.2.0 Microsoft Corporation
GLU extensions: GL_EXT_bgra
14:50:12: Multi-texturing is supported
14:50:12: Entering game loop
14:50:12: -- Warning: Qt: QGLShader::link: "Fragment shader(s) linked, vertex shader(s) linked.
"
14:50:16: Setting viewport
14:50:28: Setting viewport
14:51:08: -- Warning: Qt: QWebInspector: QSettings couldn't read configuration setting [resourceTrackingEnabled].
14:52:14: Destroying GL resources
14:52:14: Subsystem::Run returned, saving config...
14:52:14: -- Compilation results for shader: water
Vertex shader was successfully compiled to run on hardware.--
14:52:14: -- Compilation results for shader: water
Fragment shader was successfully compiled to run on hardware.--
14:52:14: -- Linking results for program: water
Fragment shader(s) linked, vertex shader(s) linked.--
14:52:14: -- Compilation results for shader: box
Vertex shader was successfully compiled to run on hardware.--
14:52:14: -- Compilation results for shader: box
Fragment shader was successfully compiled to run on hardware.--
14:52:14: -- Linking results for program: box
Fragment shader(s) linked, vertex shader(s) linked.--
14:52:14: -- Compilation results for shader: boxTextured
Vertex shader was successfully compiled to run on hardware.--
14:52:14: -- Compilation results for shader: boxTextured
Fragment shader was successfully compiled to run on hardware.--
14:52:14: -- Linking results for program: boxTextured
Fragment shader(s) linked, vertex shader(s) linked.--
14:52:14: Destroying subsystem
14:52:14: Destroying stuff
Heres the log file....
Log file
-------------------------------------
Algodoo beta v1.9.7, Win32
July 01 2011, 14:49:40
---------------------------------------
14:49:40: SDL initalized.
14:49:40: Process attached to CPU 0
14:49:40: CalcWorkDir
14:49:40: GetExecutablePath
14:49:40: Loading language English...
14:49:40: BOM found: UTF-8
14:49:40: Subsystem initialized
14:49:40: argv[0] == "C:\Documents and Settings\wild bill\Desktop\algodoo 197\Algodoo\Algodoo.exe"
14:49:40: Looking for stored registration info...
14:49:40: Threadpool...
14:49:40: Resources...
14:49:40: Simulation...
14:49:40: SPH...
14:49:40: Scene...
14:49:40: Input...
14:49:40: Classmate...
14:49:40: Looking for DCS API...
14:49:40: Failed to find DcsSdkDll.dll
14:49:40: GUI...
14:49:40: BOM found: UTF-16LE
14:49:40: -- Warning: BOM for UTF-16LE found in text expected to be UTF-8
14:49:40: Looking for tablet...
14:49:40: No tablet found (or Wintab32.dll missing)
14:49:40: Adding console...
14:49:40: Adding Reflection...
14:49:40: Adding Language...
14:49:40: Adding Tools...
14:49:40: Adding EntityModifier...
14:49:40: Starting application...
14:49:40: Loading chains...
14:49:40: Loading Algodoo/chains/chain.phn...
14:49:40: Imported phunlet Algodoo/chains/chain.phn
14:49:40: Loading Algodoo/chains/rope.phn...
14:49:40: Imported phunlet Algodoo/chains/rope.phn
14:49:40: Initializing thread-pool...
14:49:40: Application created
14:49:40: Parsing Algodoo/autoexec.cfg...
14:49:43: Init GLEW...
14:49:43: Setting vsync
14:49:43: Loading all resources...
14:49:43: Unloading the old
14:49:43: -- Compilation results for shader: water
Vertex shader was successfully compiled to run on hardware.--
14:49:43: -- Compilation results for shader: water
Fragment shader was successfully compiled to run on hardware.--
14:49:43: -- Linking results for program: water
Fragment shader(s) linked, vertex shader(s) linked.--
14:49:43: Loading the rest...
14:49:43: 28 resources loaded
14:49:43: Done loading resources.
14:49:43: Window created.
14:49:43: Setting viewport
14:49:43: First time running Algodoo
14:49:43: Loading default skin...
14:49:43: Loading skin "default"...
14:49:45: Skin loaded
14:49:45: Web...
14:49:45: Prefetching resources...
14:49:53: -- Compilation results for shader: border
Vertex shader was successfully compiled to run on hardware.--
14:49:53: -- Compilation results for shader: border
Fragment shader was successfully compiled to run on hardware.--
14:49:53: -- Linking results for program: border
Fragment shader(s) linked, vertex shader(s) linked.--
14:49:53: -- Compilation results for shader: box
Vertex shader was successfully compiled to run on hardware.--
14:49:53: -- Compilation results for shader: box
Fragment shader was successfully compiled to run on hardware.--
14:49:53: -- Linking results for program: box
Fragment shader(s) linked, vertex shader(s) linked.--
14:49:53: -- Compilation results for shader: boxTextured
Vertex shader was successfully compiled to run on hardware.--
14:49:53: -- Compilation results for shader: boxTextured
Fragment shader was successfully compiled to run on hardware.--
14:49:53: -- Linking results for program: boxTextured
Fragment shader(s) linked, vertex shader(s) linked.--
14:49:53: -- Compilation results for shader: circle
Vertex shader was successfully compiled to run on hardware.--
14:49:53: -- Compilation results for shader: circle
Fragment shader was successfully compiled to run on hardware.--
14:49:53: -- Linking results for program: circle
Fragment shader(s) linked, vertex shader(s) linked.--
14:49:53: -- Compilation results for shader: circleTextured
Vertex shader was successfully compiled to run on hardware.--
14:49:53: -- Compilation results for shader: circleTextured
Fragment shader was successfully compiled to run on hardware.--
14:49:53: -- Linking results for program: circleTextured
Fragment shader(s) linked, vertex shader(s) linked.--
14:49:53: -- Compilation results for shader: line
Vertex shader was successfully compiled to run on hardware.--
14:49:53: -- Compilation results for shader: line
Fragment shader was successfully compiled to run on hardware.--
14:49:53: -- Linking results for program: line
Fragment shader(s) linked, vertex shader(s) linked.--
14:49:53: -- Compilation results for shader: plane
Vertex shader was successfully compiled to run on hardware.--
14:49:53: -- Compilation results for shader: plane
Fragment shader was successfully compiled to run on hardware.--
14:49:53: -- Linking results for program: plane
Fragment shader(s) linked, vertex shader(s) linked.--
14:49:53: -- Compilation results for shader: planeTextured
Vertex shader was successfully compiled to run on hardware.--
14:49:53: -- Compilation results for shader: planeTextured
Fragment shader was successfully compiled to run on hardware.--
14:49:53: -- Linking results for program: planeTextured
Fragment shader(s) linked, vertex shader(s) linked.--
14:49:53: -- Compilation results for shader: polygon
Vertex shader was successfully compiled to run on hardware.--
14:49:53: -- Compilation results for shader: polygon
Fragment shader was successfully compiled to run on hardware.--
14:49:53: -- Linking results for program: polygon
Fragment shader(s) linked, vertex shader(s) linked.--
14:49:53: -- Compilation results for shader: polygonTextured
Vertex shader was successfully compiled to run on hardware.--
14:49:53: -- Compilation results for shader: polygonTextured
Fragment shader was successfully compiled to run on hardware.--
14:49:53: -- Linking results for program: polygonTextured
Fragment shader(s) linked, vertex shader(s) linked.--
14:49:53: Creating GUI...
14:49:53: AppGUI::LoadScene "Quick tour", automatic = true
14:49:53: Loading Algodoo/scenes/Quick tour.phz...
14:50:04: Adding extra file: environment.png
14:50:04: Adding extra file: properties.png
14:50:04: Adding extra file: rightclick.png
14:50:04: Adding extra file: simulation.png
14:50:04: Adding extra file: toolbar.png
14:50:04: Adding extra file: topmenu.png
14:50:04: Adding extra file: rope_round.png
14:50:04: Adding extra file: Algodoo_Logo.png
14:50:04: Adding extra file: chain_link1.png
14:50:04: Adding extra file: chain_link2.png
14:50:04: BOM found: UTF-8
14:50:11: Loaded scene Algodoo/scenes/Quick tour.phz
14:50:11: Running program...
14:50:12: -- Warning: Qt: QWebInspector: QSettings couldn't read configuration setting [resourceTrackingEnabled].
14:50:12: OpenGL vendor: ATI Technologies Inc.
OpenGL renderer: ATI Radeon 9600/9550/X1050 Series - Secondary
OpenGL version: 2.1.8545 Release
OpenGL shading language version: 1.20
OpenGL 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_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_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 WGL_EXT_swap_control
GLU version: 1.2.2.0 Microsoft Corporation
GLU extensions: GL_EXT_bgra
14:50:12: Multi-texturing is supported
14:50:12: Entering game loop
14:50:12: -- Warning: Qt: QGLShader::link: "Fragment shader(s) linked, vertex shader(s) linked.
"
14:50:16: Setting viewport
14:50:28: Setting viewport
14:51:08: -- Warning: Qt: QWebInspector: QSettings couldn't read configuration setting [resourceTrackingEnabled].
14:52:14: Destroying GL resources
14:52:14: Subsystem::Run returned, saving config...
14:52:14: -- Compilation results for shader: water
Vertex shader was successfully compiled to run on hardware.--
14:52:14: -- Compilation results for shader: water
Fragment shader was successfully compiled to run on hardware.--
14:52:14: -- Linking results for program: water
Fragment shader(s) linked, vertex shader(s) linked.--
14:52:14: -- Compilation results for shader: box
Vertex shader was successfully compiled to run on hardware.--
14:52:14: -- Compilation results for shader: box
Fragment shader was successfully compiled to run on hardware.--
14:52:14: -- Linking results for program: box
Fragment shader(s) linked, vertex shader(s) linked.--
14:52:14: -- Compilation results for shader: boxTextured
Vertex shader was successfully compiled to run on hardware.--
14:52:14: -- Compilation results for shader: boxTextured
Fragment shader was successfully compiled to run on hardware.--
14:52:14: -- Linking results for program: boxTextured
Fragment shader(s) linked, vertex shader(s) linked.--
14:52:14: Destroying subsystem
14:52:14: Destroying stuff
My scenes: http://www.algodoo.com/algobox/search.p ... ction=DESC
My Phun youtube clips: http://www.youtube.com/user/yukinfahoo
My Phun youtube clips: http://www.youtube.com/user/yukinfahoo
-

Wild Bill - Posts: 129
- Joined: Mon Aug 31, 2009 5:50 pm
Re: Texture Problem
I've had the same problem, but with text. Exactly the same thing happens as with your images, but with text- I'm zoomed in, the text looks fine. I zoom out, some of the text turns into strange patterns including bits of what appear to be interference patterns and texturized text, but the opacity doesn't change. With circles, a phantom rectangle or blob appears off the circle, but only if the circle is completely opaque. Thus, my Portals series uses slightly transparent circles.
With you, a texture is replaced by a mash-up of other textures found in Algodoo. With me, some text is replaced by a mash-up of text.
With you, a texture is replaced by a mash-up of other textures found in Algodoo. With me, some text is replaced by a mash-up of text.
Matthias Wandel is epic, in my humble opinion.
I love my brain...
ARE YA HAPPY NOW?????
Thymechanic/Phundamentalist
Recently, I discovered something a lot of you probably already knew: Minecraft is awesome.
Due to this, I may not be as active as usual for a while.
I love my brain...
TC42 wrote:Also, your sig is too big, please change it.
ARE YA HAPPY NOW?????
Thymechanic/Phundamentalist
Recently, I discovered something a lot of you probably already knew: Minecraft is awesome.
Due to this, I may not be as active as usual for a while.
-

Someone Else - Posts: 1147
- Joined: Sun Nov 21, 2010 10:53 pm
- Location: The Milky Way Galaxy
Re: Texture Problem
Wild Bill:
This seems to be a problem with mip-mapping of non-power-of-two texture. Even though your driver claims support for GL_ARB_texture_non_power_of_two, your graphics card is probably just too old to handle it correctly.
I'll make sure the rope texture will be power-of-two in the next beta (as all other textures in Algodoo); but user-imported textures would still suffer the above problem.
You can selectively force Algodoo to rescale textures to powers of two by entering the following in the console:
Resources.allowNPOT = false; Resources.reloadTextures
This should fix the problem for you - please let me know if it doesn't.
Someone Else:
I don't think this problem is related, as Algodoo should only ever render the text in power-of-two sizes, but it is possible that this is a related problem: the limit on texture sizes. Try lowering the "Font resolution" and restart Algodoo too see if it fixes your problem. It would be very helpful with an example screenshot, scene and logfile!
This seems to be a problem with mip-mapping of non-power-of-two texture. Even though your driver claims support for GL_ARB_texture_non_power_of_two, your graphics card is probably just too old to handle it correctly.
I'll make sure the rope texture will be power-of-two in the next beta (as all other textures in Algodoo); but user-imported textures would still suffer the above problem.
You can selectively force Algodoo to rescale textures to powers of two by entering the following in the console:
Resources.allowNPOT = false; Resources.reloadTextures
This should fix the problem for you - please let me know if it doesn't.
Someone Else:
I don't think this problem is related, as Algodoo should only ever render the text in power-of-two sizes, but it is possible that this is a related problem: the limit on texture sizes. Try lowering the "Font resolution" and restart Algodoo too see if it fixes your problem. It would be very helpful with an example screenshot, scene and logfile!
Emil Ernerfeldt, lead developer
- emilk
- Posts: 616
- Joined: Mon Aug 31, 2009 11:01 am
- Location: Umeå, Sweden
Re: Texture Problem
Thank you Emil that did work. EDIT: But see next post
Will any changes be made in future versions so I wont have to do this anymore? Also will people have problems running scenes I make using this console fix?
Thanks again, Bill.
Will any changes be made in future versions so I wont have to do this anymore? Also will people have problems running scenes I make using this console fix?
Thanks again, Bill.
Last edited by Wild Bill on Tue Jul 05, 2011 7:10 pm, edited 1 time in total.
My scenes: http://www.algodoo.com/algobox/search.p ... ction=DESC
My Phun youtube clips: http://www.youtube.com/user/yukinfahoo
My Phun youtube clips: http://www.youtube.com/user/yukinfahoo
-

Wild Bill - Posts: 129
- Joined: Mon Aug 31, 2009 5:50 pm
Re: Texture Problem
Now that problem is gone and Algodoo crashes as soon as I hit Play.
Logfile
---------------------------------------
Algodoo beta v1.9.7, Win32
July 05 2011, 10:06:08
---------------------------------------
10:06:08: SDL initalized.
10:06:08: Process attached to CPU 0
10:06:08: CalcWorkDir
10:06:08: GetExecutablePath
10:06:08: Loading language English...
10:06:08: BOM found: UTF-8
10:06:08: Subsystem initialized
10:06:08: argv[0] == "C:\Documents and Settings\wild bill\Desktop\algodoo 197\Algodoo\Algodoo.exe"
10:06:08: Looking for stored registration info...
10:06:08: Threadpool...
10:06:08: Resources...
10:06:08: Simulation...
10:06:08: SPH...
10:06:08: Scene...
10:06:08: Input...
10:06:08: Classmate...
10:06:08: Looking for DCS API...
10:06:08: Failed to find DcsSdkDll.dll
10:06:08: GUI...
10:06:08: BOM found: UTF-16LE
10:06:08: -- Warning: BOM for UTF-16LE found in text expected to be UTF-8
10:06:08: Looking for tablet...
10:06:08: No tablet found (or Wintab32.dll missing)
10:06:08: Adding console...
10:06:08: Adding Reflection...
10:06:08: Adding Language...
10:06:08: Adding Tools...
10:06:08: Adding EntityModifier...
10:06:08: Starting application...
10:06:08: Loading chains...
10:06:08: Loading Algodoo/chains/chain.phn...
10:06:08: Imported phunlet Algodoo/chains/chain.phn
10:06:08: Loading Algodoo/chains/rope.phn...
10:06:08: Imported phunlet Algodoo/chains/rope.phn
10:06:08: Initializing thread-pool...
10:06:08: Application created
10:06:08: Parsing Algodoo/autoexec.cfg...
10:06:08: -- Warning: Caught exception: Failed to find "Algodoo/autoexec.cfg", Source\script\Parser.cpp:360: void script::Parser::LoadConfig(util::String)
10:06:08: !! ERROR: Failed loading config file: Failed to find "Algodoo/autoexec.cfg"
10:06:09: Init GLEW...
10:06:09: Setting vsync
10:06:09: Loading all resources...
10:06:09: Unloading the old
10:06:10: -- Compilation results for shader: water
Vertex shader was successfully compiled to run on hardware.--
10:06:10: -- Compilation results for shader: water
Fragment shader was successfully compiled to run on hardware.--
10:06:10: -- Linking results for program: water
Fragment shader(s) linked, vertex shader(s) linked.--
10:06:10: Loading the rest...
10:06:10: 28 resources loaded
10:06:10: Done loading resources.
10:06:10: Window created.
10:06:10: Setting viewport
10:06:10: First time running Algodoo
10:06:10: Loading default skin...
10:06:10: Loading skin "default"...
10:06:12: Skin loaded
10:06:12: Web...
10:06:12: Prefetching resources...
10:06:21: -- Compilation results for shader: border
Vertex shader was successfully compiled to run on hardware.--
10:06:21: -- Compilation results for shader: border
Fragment shader was successfully compiled to run on hardware.--
10:06:21: -- Linking results for program: border
Fragment shader(s) linked, vertex shader(s) linked.--
10:06:21: -- Compilation results for shader: box
Vertex shader was successfully compiled to run on hardware.--
10:06:21: -- Compilation results for shader: box
Fragment shader was successfully compiled to run on hardware.--
10:06:21: -- Linking results for program: box
Fragment shader(s) linked, vertex shader(s) linked.--
10:06:21: -- Compilation results for shader: boxTextured
Vertex shader was successfully compiled to run on hardware.--
10:06:21: -- Compilation results for shader: boxTextured
Fragment shader was successfully compiled to run on hardware.--
10:06:21: -- Linking results for program: boxTextured
Fragment shader(s) linked, vertex shader(s) linked.--
10:06:21: -- Compilation results for shader: circle
Vertex shader was successfully compiled to run on hardware.--
10:06:21: -- Compilation results for shader: circle
Fragment shader was successfully compiled to run on hardware.--
10:06:21: -- Linking results for program: circle
Fragment shader(s) linked, vertex shader(s) linked.--
10:06:21: -- Compilation results for shader: circleTextured
Vertex shader was successfully compiled to run on hardware.--
10:06:21: -- Compilation results for shader: circleTextured
Fragment shader was successfully compiled to run on hardware.--
10:06:21: -- Linking results for program: circleTextured
Fragment shader(s) linked, vertex shader(s) linked.--
10:06:21: -- Compilation results for shader: line
Vertex shader was successfully compiled to run on hardware.--
10:06:21: -- Compilation results for shader: line
Fragment shader was successfully compiled to run on hardware.--
10:06:21: -- Linking results for program: line
Fragment shader(s) linked, vertex shader(s) linked.--
10:06:22: -- Compilation results for shader: plane
Vertex shader was successfully compiled to run on hardware.--
10:06:22: -- Compilation results for shader: plane
Fragment shader was successfully compiled to run on hardware.--
10:06:22: -- Linking results for program: plane
Fragment shader(s) linked, vertex shader(s) linked.--
10:06:22: -- Compilation results for shader: planeTextured
Vertex shader was successfully compiled to run on hardware.--
10:06:22: -- Compilation results for shader: planeTextured
Fragment shader was successfully compiled to run on hardware.--
10:06:22: -- Linking results for program: planeTextured
Fragment shader(s) linked, vertex shader(s) linked.--
10:06:22: -- Compilation results for shader: polygon
Vertex shader was successfully compiled to run on hardware.--
10:06:22: -- Compilation results for shader: polygon
Fragment shader was successfully compiled to run on hardware.--
10:06:22: -- Linking results for program: polygon
Fragment shader(s) linked, vertex shader(s) linked.--
10:06:22: -- Compilation results for shader: polygonTextured
Vertex shader was successfully compiled to run on hardware.--
10:06:22: -- Compilation results for shader: polygonTextured
Fragment shader was successfully compiled to run on hardware.--
10:06:22: -- Linking results for program: polygonTextured
Fragment shader(s) linked, vertex shader(s) linked.--
10:06:22: Creating GUI...
10:06:23: AppGUI::LoadScene "Quick tour", automatic = true
10:06:23: Loading Algodoo/scenes/Quick tour.phz...
10:06:30: Adding extra file: environment.png
10:06:30: Adding extra file: properties.png
10:06:30: Adding extra file: rightclick.png
10:06:30: Adding extra file: simulation.png
10:06:30: Adding extra file: toolbar.png
10:06:30: Adding extra file: topmenu.png
10:06:30: Adding extra file: rope_round.png
10:06:30: Adding extra file: Algodoo_Logo.png
10:06:30: Adding extra file: chain_link1.png
10:06:30: Adding extra file: chain_link2.png
10:06:30: BOM found: UTF-8
10:06:39: Loaded scene Algodoo/scenes/Quick tour.phz
10:06:39: Running program...
10:06:40: -- Warning: Qt: QWebInspector: QSettings couldn't read configuration setting [resourceTrackingEnabled].
10:06:40: OpenGL vendor: ATI Technologies Inc.
OpenGL renderer: ATI Radeon 9600/9550/X1050 Series
OpenGL version: 2.1.8545 Release
OpenGL shading language version: 1.20
OpenGL 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_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_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 WGL_EXT_swap_control
GLU version: 1.2.2.0 Microsoft Corporation
GLU extensions: GL_EXT_bgra
10:06:40: Multi-texturing is supported
10:06:40: Entering game loop
10:06:40: -- Warning: Qt: QGLShader::link: "Fragment shader(s) linked, vertex shader(s) linked.
"
Logfile
---------------------------------------
Algodoo beta v1.9.7, Win32
July 05 2011, 10:06:08
---------------------------------------
10:06:08: SDL initalized.
10:06:08: Process attached to CPU 0
10:06:08: CalcWorkDir
10:06:08: GetExecutablePath
10:06:08: Loading language English...
10:06:08: BOM found: UTF-8
10:06:08: Subsystem initialized
10:06:08: argv[0] == "C:\Documents and Settings\wild bill\Desktop\algodoo 197\Algodoo\Algodoo.exe"
10:06:08: Looking for stored registration info...
10:06:08: Threadpool...
10:06:08: Resources...
10:06:08: Simulation...
10:06:08: SPH...
10:06:08: Scene...
10:06:08: Input...
10:06:08: Classmate...
10:06:08: Looking for DCS API...
10:06:08: Failed to find DcsSdkDll.dll
10:06:08: GUI...
10:06:08: BOM found: UTF-16LE
10:06:08: -- Warning: BOM for UTF-16LE found in text expected to be UTF-8
10:06:08: Looking for tablet...
10:06:08: No tablet found (or Wintab32.dll missing)
10:06:08: Adding console...
10:06:08: Adding Reflection...
10:06:08: Adding Language...
10:06:08: Adding Tools...
10:06:08: Adding EntityModifier...
10:06:08: Starting application...
10:06:08: Loading chains...
10:06:08: Loading Algodoo/chains/chain.phn...
10:06:08: Imported phunlet Algodoo/chains/chain.phn
10:06:08: Loading Algodoo/chains/rope.phn...
10:06:08: Imported phunlet Algodoo/chains/rope.phn
10:06:08: Initializing thread-pool...
10:06:08: Application created
10:06:08: Parsing Algodoo/autoexec.cfg...
10:06:08: -- Warning: Caught exception: Failed to find "Algodoo/autoexec.cfg", Source\script\Parser.cpp:360: void script::Parser::LoadConfig(util::String)
10:06:08: !! ERROR: Failed loading config file: Failed to find "Algodoo/autoexec.cfg"
10:06:09: Init GLEW...
10:06:09: Setting vsync
10:06:09: Loading all resources...
10:06:09: Unloading the old
10:06:10: -- Compilation results for shader: water
Vertex shader was successfully compiled to run on hardware.--
10:06:10: -- Compilation results for shader: water
Fragment shader was successfully compiled to run on hardware.--
10:06:10: -- Linking results for program: water
Fragment shader(s) linked, vertex shader(s) linked.--
10:06:10: Loading the rest...
10:06:10: 28 resources loaded
10:06:10: Done loading resources.
10:06:10: Window created.
10:06:10: Setting viewport
10:06:10: First time running Algodoo
10:06:10: Loading default skin...
10:06:10: Loading skin "default"...
10:06:12: Skin loaded
10:06:12: Web...
10:06:12: Prefetching resources...
10:06:21: -- Compilation results for shader: border
Vertex shader was successfully compiled to run on hardware.--
10:06:21: -- Compilation results for shader: border
Fragment shader was successfully compiled to run on hardware.--
10:06:21: -- Linking results for program: border
Fragment shader(s) linked, vertex shader(s) linked.--
10:06:21: -- Compilation results for shader: box
Vertex shader was successfully compiled to run on hardware.--
10:06:21: -- Compilation results for shader: box
Fragment shader was successfully compiled to run on hardware.--
10:06:21: -- Linking results for program: box
Fragment shader(s) linked, vertex shader(s) linked.--
10:06:21: -- Compilation results for shader: boxTextured
Vertex shader was successfully compiled to run on hardware.--
10:06:21: -- Compilation results for shader: boxTextured
Fragment shader was successfully compiled to run on hardware.--
10:06:21: -- Linking results for program: boxTextured
Fragment shader(s) linked, vertex shader(s) linked.--
10:06:21: -- Compilation results for shader: circle
Vertex shader was successfully compiled to run on hardware.--
10:06:21: -- Compilation results for shader: circle
Fragment shader was successfully compiled to run on hardware.--
10:06:21: -- Linking results for program: circle
Fragment shader(s) linked, vertex shader(s) linked.--
10:06:21: -- Compilation results for shader: circleTextured
Vertex shader was successfully compiled to run on hardware.--
10:06:21: -- Compilation results for shader: circleTextured
Fragment shader was successfully compiled to run on hardware.--
10:06:21: -- Linking results for program: circleTextured
Fragment shader(s) linked, vertex shader(s) linked.--
10:06:21: -- Compilation results for shader: line
Vertex shader was successfully compiled to run on hardware.--
10:06:21: -- Compilation results for shader: line
Fragment shader was successfully compiled to run on hardware.--
10:06:21: -- Linking results for program: line
Fragment shader(s) linked, vertex shader(s) linked.--
10:06:22: -- Compilation results for shader: plane
Vertex shader was successfully compiled to run on hardware.--
10:06:22: -- Compilation results for shader: plane
Fragment shader was successfully compiled to run on hardware.--
10:06:22: -- Linking results for program: plane
Fragment shader(s) linked, vertex shader(s) linked.--
10:06:22: -- Compilation results for shader: planeTextured
Vertex shader was successfully compiled to run on hardware.--
10:06:22: -- Compilation results for shader: planeTextured
Fragment shader was successfully compiled to run on hardware.--
10:06:22: -- Linking results for program: planeTextured
Fragment shader(s) linked, vertex shader(s) linked.--
10:06:22: -- Compilation results for shader: polygon
Vertex shader was successfully compiled to run on hardware.--
10:06:22: -- Compilation results for shader: polygon
Fragment shader was successfully compiled to run on hardware.--
10:06:22: -- Linking results for program: polygon
Fragment shader(s) linked, vertex shader(s) linked.--
10:06:22: -- Compilation results for shader: polygonTextured
Vertex shader was successfully compiled to run on hardware.--
10:06:22: -- Compilation results for shader: polygonTextured
Fragment shader was successfully compiled to run on hardware.--
10:06:22: -- Linking results for program: polygonTextured
Fragment shader(s) linked, vertex shader(s) linked.--
10:06:22: Creating GUI...
10:06:23: AppGUI::LoadScene "Quick tour", automatic = true
10:06:23: Loading Algodoo/scenes/Quick tour.phz...
10:06:30: Adding extra file: environment.png
10:06:30: Adding extra file: properties.png
10:06:30: Adding extra file: rightclick.png
10:06:30: Adding extra file: simulation.png
10:06:30: Adding extra file: toolbar.png
10:06:30: Adding extra file: topmenu.png
10:06:30: Adding extra file: rope_round.png
10:06:30: Adding extra file: Algodoo_Logo.png
10:06:30: Adding extra file: chain_link1.png
10:06:30: Adding extra file: chain_link2.png
10:06:30: BOM found: UTF-8
10:06:39: Loaded scene Algodoo/scenes/Quick tour.phz
10:06:39: Running program...
10:06:40: -- Warning: Qt: QWebInspector: QSettings couldn't read configuration setting [resourceTrackingEnabled].
10:06:40: OpenGL vendor: ATI Technologies Inc.
OpenGL renderer: ATI Radeon 9600/9550/X1050 Series
OpenGL version: 2.1.8545 Release
OpenGL shading language version: 1.20
OpenGL 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_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_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 WGL_EXT_swap_control
GLU version: 1.2.2.0 Microsoft Corporation
GLU extensions: GL_EXT_bgra
10:06:40: Multi-texturing is supported
10:06:40: Entering game loop
10:06:40: -- Warning: Qt: QGLShader::link: "Fragment shader(s) linked, vertex shader(s) linked.
"
My scenes: http://www.algodoo.com/algobox/search.p ... ction=DESC
My Phun youtube clips: http://www.youtube.com/user/yukinfahoo
My Phun youtube clips: http://www.youtube.com/user/yukinfahoo
-

Wild Bill - Posts: 129
- Joined: Mon Aug 31, 2009 5:50 pm
Re: Texture Problem
have you tried turning off antialising?
might help (based upon all the compiles of shaders)
i seriously doubt this will work, but its worth a try, eh?
might help (based upon all the compiles of shaders)
i seriously doubt this will work, but its worth a try, eh?
When asking for help, READ THE STICKIES!
- electronicboy
- Posts: 1694
- Joined: Mon Aug 31, 2009 6:18 pm
Re: Texture Problem
Yes I have tried turning anti aliasiing off, in fact I have tried so many this that if I were to list them all it would dwarf the log file. Including unistalling and reinstalling drivers and Algodoo.
My scenes: http://www.algodoo.com/algobox/search.p ... ction=DESC
My Phun youtube clips: http://www.youtube.com/user/yukinfahoo
My Phun youtube clips: http://www.youtube.com/user/yukinfahoo
-

Wild Bill - Posts: 129
- Joined: Mon Aug 31, 2009 5:50 pm
Re: Texture Problem
Now Algodoo crashes before it finishes loading and I cant seem to get back to the problems I had before no matter what I do.
My scenes: http://www.algodoo.com/algobox/search.p ... ction=DESC
My Phun youtube clips: http://www.youtube.com/user/yukinfahoo
My Phun youtube clips: http://www.youtube.com/user/yukinfahoo
-

Wild Bill - Posts: 129
- Joined: Mon Aug 31, 2009 5:50 pm
Re: Texture Problem
system restore ^^
jokes aside, i think the problem is that your GPU is too low spec to handle algodoo
Algoryx need to find some form of fix for this... Even if it means using two different rendering engines (provided by do different Executables), i know it would take some time, but not many schools have PCs with decent graphic cards... (which as you may recall, is the target market...)
Most computers nowadays come with embedded GPUs which arn't powerful enough to run algodoo properly any-more...
jokes aside, i think the problem is that your GPU is too low spec to handle algodoo
Algoryx need to find some form of fix for this... Even if it means using two different rendering engines (provided by do different Executables), i know it would take some time, but not many schools have PCs with decent graphic cards... (which as you may recall, is the target market...)
Most computers nowadays come with embedded GPUs which arn't powerful enough to run algodoo properly any-more...
When asking for help, READ THE STICKIES!
- electronicboy
- Posts: 1694
- Joined: Mon Aug 31, 2009 6:18 pm
Re: Texture Problem
AMD Athelon 3200 2Ghz processor 512 mb ram. I would think it would run on this system.
My scenes: http://www.algodoo.com/algobox/search.p ... ction=DESC
My Phun youtube clips: http://www.youtube.com/user/yukinfahoo
My Phun youtube clips: http://www.youtube.com/user/yukinfahoo
-

Wild Bill - Posts: 129
- Joined: Mon Aug 31, 2009 5:50 pm
Re: Texture Problem
its the graphics card
the card has only 64-128 MB ram (model dependant)
And has no shader support (that ive seen of...)
Algodoo (and its libraries)is unable to interface with the GPU properly and thus cause them to fail and algodoo to close.
The CPU is decent... Maybe upgrade your ram and GPU
A cheap suggestion would be a something such as a
Saphire ATI radeon HD 5450
I have one of them, but would suggest a similar model, more powerful card with a fan...
Trust me, a card with a fan would be better (less heat = more FPS)
the card has only 64-128 MB ram (model dependant)
And has no shader support (that ive seen of...)
Algodoo (and its libraries)is unable to interface with the GPU properly and thus cause them to fail and algodoo to close.
The CPU is decent... Maybe upgrade your ram and GPU
A cheap suggestion would be a something such as a
Saphire ATI radeon HD 5450
I have one of them, but would suggest a similar model, more powerful card with a fan...
Trust me, a card with a fan would be better (less heat = more FPS)
When asking for help, READ THE STICKIES!
- electronicboy
- Posts: 1694
- Joined: Mon Aug 31, 2009 6:18 pm
Re: Texture Problem
<I have no computer knowledge> I have an AMD Radeon 9200-would you recommend updating? The card was the best you can get, back in 2003, so it has no shaders...
Sorry for getting off topic, Wild Bill.
Sorry for getting off topic, Wild Bill.
-

TC42 - Posts: 984
- Joined: Sun Jan 09, 2011 1:53 pm
- Location: $ sudo apt get-install sandwich_
Re: Texture Problem
yeah, i would reccomend updating the card if you want any chance of playing any of the modern games...
Upgrading it may also unlock alot of performance out of even the older games!
Upgrading it may also unlock alot of performance out of even the older games!
When asking for help, READ THE STICKIES!
- electronicboy
- Posts: 1694
- Joined: Mon Aug 31, 2009 6:18 pm
Re: Texture Problem
Logfile for opening Algodoo, doing a few things, closing Algodoo will be in the next post.
The attachment is not actually the scene I made for the logfile, but I already had the screenshot on hand and shrunk so I could upload it. The uploaded image is also more dramatic.
You see a big box with a lot of text that, when zoomed out, turns into complete nonsense.
You also see an orange circle with some nonsense floating above it. This sometimes disappears when I turn off the circle cake, but it always disappears when I make the opacity less than 1.
You also see a green polygon that is behaving perfectly normally
You do not see a ruler. Rulers like to give false readings. For instance, a 4.5m ruler zoomed out so the 1-meter marks are labeled may show all four marks labeled 4m.
The scene is any scene with a box with a lot of text, an opaque circle with the circle cake, or a ruler. Since getting Algodoo 1.9.5 (I'm using 1.9.7 now and it still happens, I don't recall 1.9.4 behaving either way, 1.8 definitely didn't do it), I have been unable to find a scene where this doesn't happen.
The attachment is not actually the scene I made for the logfile, but I already had the screenshot on hand and shrunk so I could upload it. The uploaded image is also more dramatic.
You see a big box with a lot of text that, when zoomed out, turns into complete nonsense.
You also see an orange circle with some nonsense floating above it. This sometimes disappears when I turn off the circle cake, but it always disappears when I make the opacity less than 1.
You also see a green polygon that is behaving perfectly normally
You do not see a ruler. Rulers like to give false readings. For instance, a 4.5m ruler zoomed out so the 1-meter marks are labeled may show all four marks labeled 4m.
The scene is any scene with a box with a lot of text, an opaque circle with the circle cake, or a ruler. Since getting Algodoo 1.9.5 (I'm using 1.9.7 now and it still happens, I don't recall 1.9.4 behaving either way, 1.8 definitely didn't do it), I have been unable to find a scene where this doesn't happen.
- Attachments
-
Algodoo Texture Bug.png- GUI spaz-out.
- (117.23 KiB) Not downloaded yet
Matthias Wandel is epic, in my humble opinion.
I love my brain...
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Thymechanic/Phundamentalist
Recently, I discovered something a lot of you probably already knew: Minecraft is awesome.
Due to this, I may not be as active as usual for a while.
I love my brain...
TC42 wrote:Also, your sig is too big, please change it.
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Thymechanic/Phundamentalist
Recently, I discovered something a lot of you probably already knew: Minecraft is awesome.
Due to this, I may not be as active as usual for a while.
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Someone Else - Posts: 1147
- Joined: Sun Nov 21, 2010 10:53 pm
- Location: The Milky Way Galaxy
Re: Texture Problem
Well. 13 megabytes worth of text seems to be WAAAAAAAY too much for the Algodoo servers.
And the zip is only 510 kilobytes. That's called compression.
Okay, one ZIP file coming right up...
And the zip is only 510 kilobytes. That's called compression.
Okay, one ZIP file coming right up...
- Attachments
-
Logfile.zip- Uncompressed, this overloaded the servers.
- (509.66 KiB) Downloaded 29 times
Matthias Wandel is epic, in my humble opinion.
I love my brain...
ARE YA HAPPY NOW?????
Thymechanic/Phundamentalist
Recently, I discovered something a lot of you probably already knew: Minecraft is awesome.
Due to this, I may not be as active as usual for a while.
I love my brain...
TC42 wrote:Also, your sig is too big, please change it.
ARE YA HAPPY NOW?????
Thymechanic/Phundamentalist
Recently, I discovered something a lot of you probably already knew: Minecraft is awesome.
Due to this, I may not be as active as usual for a while.
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Someone Else - Posts: 1147
- Joined: Sun Nov 21, 2010 10:53 pm
- Location: The Milky Way Galaxy
Re: Texture Problem
Okay, the Logfile didn't tell me anything really usefull - except that you have a Intel 945G chip for the graphics, which is not really a great graphics card (in fact it is not a card att all).
My suggestion stays the same: make the text resolution lower - or buy a real graphics card.
My suggestion stays the same: make the text resolution lower - or buy a real graphics card.
Emil Ernerfeldt, lead developer
- emilk
- Posts: 616
- Joined: Mon Aug 31, 2009 11:01 am
- Location: Umeå, Sweden
Re: Texture Problem
Well, that does work, but...
With two boxes worth of code-pasted text (font resolution = 7), it becomes pretty hard to read. And it doesn't help rulers or circles.
Getting a new graphics card is pretty much out of the question. I don't own the computer. However, the people who do own the computer have been kicking around the idea of replacing it. It is five years old, after all.
So, I tried to update the graphics drivers. However, I am not an admin, so it didn't work.
However, the admin just showed up, so I will try again.
With two boxes worth of code-pasted text (font resolution = 7), it becomes pretty hard to read. And it doesn't help rulers or circles.
Getting a new graphics card is pretty much out of the question. I don't own the computer. However, the people who do own the computer have been kicking around the idea of replacing it. It is five years old, after all.
So, I tried to update the graphics drivers. However, I am not an admin, so it didn't work.
However, the admin just showed up, so I will try again.
Matthias Wandel is epic, in my humble opinion.
I love my brain...
ARE YA HAPPY NOW?????
Thymechanic/Phundamentalist
Recently, I discovered something a lot of you probably already knew: Minecraft is awesome.
Due to this, I may not be as active as usual for a while.
I love my brain...
TC42 wrote:Also, your sig is too big, please change it.
ARE YA HAPPY NOW?????
Thymechanic/Phundamentalist
Recently, I discovered something a lot of you probably already knew: Minecraft is awesome.
Due to this, I may not be as active as usual for a while.
-

Someone Else - Posts: 1147
- Joined: Sun Nov 21, 2010 10:53 pm
- Location: The Milky Way Galaxy
Re: Texture Problem
I think the problem is in here "OpenGL shading language version: 1.20"
On my graphics cards (Radeon HD and GF 9600) "OpenGL shading language version: 3.30"
1.2 is really outdated. http://www.opengl.org/documentation/glsl/
On my graphics cards (Radeon HD and GF 9600) "OpenGL shading language version: 3.30"
1.2 is really outdated. http://www.opengl.org/documentation/glsl/
Dream of Algodoo as game development engine...
-

Kilinich - [Best bug reporter 2010]
- Posts: 2098
- Joined: Mon Aug 31, 2009 8:27 pm
- Location: South Russia
Re: Texture Problem
You mean in Wild Bill's logfile, as opposed to mine?
Matthias Wandel is epic, in my humble opinion.
I love my brain...
ARE YA HAPPY NOW?????
Thymechanic/Phundamentalist
Recently, I discovered something a lot of you probably already knew: Minecraft is awesome.
Due to this, I may not be as active as usual for a while.
I love my brain...
TC42 wrote:Also, your sig is too big, please change it.
ARE YA HAPPY NOW?????
Thymechanic/Phundamentalist
Recently, I discovered something a lot of you probably already knew: Minecraft is awesome.
Due to this, I may not be as active as usual for a while.
-

Someone Else - Posts: 1147
- Joined: Sun Nov 21, 2010 10:53 pm
- Location: The Milky Way Galaxy
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