OpenMW 0.20.0

Anything related to PR, release planning and any other non-technical idea how to move the project forward should be discussed here.
jbo_85
Posts: 10
Joined: 26 Jan 2012, 23:34
Location: Germany

Re: OpenMW 0.20.0

Post by jbo_85 »

I'm getting white textures with the latest build from master and Direct3D.

Ogre.log contain the following error message:

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C:\Program Files\OpenMW 0.20.0\memory(377,16): error X4579: NaN and infinity literals not allowed by shader model
There is a workaround listed under http://www.microsoft.com/en-us/download ... x?id=10084.

You have to change the first 2 lines of "files/materials/core.h" to

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#define gammaCorrectRead(v) pow(max(v, 0.00001f), float3(gammaCorrection,gammaCorrection,gammaCorrection))
#define gammaCorrectOutput(v) pow(max(v, 0.00001f), float3(1.f/gammaCorrection,1.f/gammaCorrection,1.f/gammaCorrection))
to workkaround the issue.
Myckel
Posts: 72
Joined: 16 Jun 2012, 09:48

Re: OpenMW 0.20.0

Post by Myckel »

BrotherBrick wrote:
Myckel wrote:Just build OpenMW from GIT, all ground in exteriors is white. Options has shaders to off (my hardware (Radeon HD 3450) doesn't support it), but an error about compiling the shaders it dumped onto the console. Is this known?
Using binary blob or opensource driver?
Open source driver, version 7.0.0. (latest)
Myckel
Posts: 72
Joined: 16 Jun 2012, 09:48

Re: OpenMW 0.20.0

Post by Myckel »

jbo_85 wrote: You have to change the first 2 lines of "files/materials/core.h" to

Code: Select all

#define gammaCorrectRead(v) pow(max(v, 0.00001f), float3(gammaCorrection,gammaCorrection,gammaCorrection))
#define gammaCorrectOutput(v) pow(max(v, 0.00001f), float3(1.f/gammaCorrection,1.f/gammaCorrection,1.f/gammaCorrection))
to workkaround the issue.
That didn't work in my case.
SilvioMenuel
Posts: 3
Joined: 27 Nov 2012, 16:54

Re: OpenMW 0.20.0

Post by SilvioMenuel »

Hi guys. See attachment. It's feature or bug? I think it should be display it in int value.
Attachments
int.PNG
Last edited by SilvioMenuel on 10 Dec 2012, 09:17, edited 1 time in total.
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psi29a
Posts: 5362
Joined: 29 Sep 2011, 10:13
Location: Belgium
Gitlab profile: https://gitlab.com/psi29a/
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Re: OpenMW 0.20.0

Post by psi29a »

Myckel wrote:
BrotherBrick wrote:
Myckel wrote:Just build OpenMW from GIT, all ground in exteriors is white. Options has shaders to off (my hardware (Radeon HD 3450) doesn't support it), but an error about compiling the shaders it dumped onto the console. Is this known?
Using binary blob or opensource driver?
Open source driver, version 7.0.0. (latest)
I have a HD 3640 with the binary blob on precise, and everything seems to work. I've not tested with the opensource drivers. Can you confirm that it is the same with the binary (fglrx) driver?
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Zini
Posts: 5538
Joined: 06 Aug 2011, 15:16

Re: OpenMW 0.20.0

Post by Zini »

Hi guys. See attachment. It's feature or bug? I think it should be display it in int value.
Confirmed. Will fix.
HiPhish
Posts: 323
Joined: 02 Jul 2012, 08:36

Re: OpenMW 0.20.0

Post by HiPhish »

Mac OS X, early 2009 iMac (Nvidia 9400, Core2Duo 2.66 GHz):
- when I talk to someone it shows a disposition of 0 by default
- gioug to balmora, then the clothier's shop I noticed weird collision when I approach he rack: it's possible to stick to the pillars and I hit the rack when I'm still about one character's width away from it. This doesn't happen with the rack upstairs, could it be because of the small carpet in front of the rack?
- I tried typing ulock into the console and then clicking a locked door but it wouldn't copy the name of the door into the prompt. Same with kill.
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scrawl
Posts: 2152
Joined: 18 Feb 2012, 11:51

Re: OpenMW 0.20.0

Post by scrawl »

jbo_85 wrote:error X4579: NaN and infinity literals not allowed by shader model

There is a workaround listed under http://www.microsoft.com/en-us/download ... x?id=10084.
to workkaround the issue.
Thanks, pull request sent.
trikorder
Posts: 44
Joined: 07 Feb 2012, 16:33

Re: OpenMW 0.20.0

Post by trikorder »

HiPhish wrote:Mac OS X, early 2009 iMac (Nvidia 9400, Core2Duo 2.66 GHz):
- when I talk to someone it shows a disposition of 0 by default
Not for every body and depends which cast race you have.
HiPhish wrote: - I tried typing ulock into the console and then clicking a locked door but it wouldn't copy the name of the door into the prompt. Same with kill.
Does not put to the prompt but it puts to the header title hoever sometimes only for the second click
and unlock works for chests, and sethealth 0 works for NPC,
and animations works after u exit console mode.
HiPhish
Posts: 323
Joined: 02 Jul 2012, 08:36

Re: OpenMW 0.20.0

Post by HiPhish »

OK, now the clicking works. I tried running around abit more to find carpets with weird collisiond and I think I found an interesting one: To to Balmora Council Manor, one you enter the building go straight, you will collide with the table, as you should. No go back a few steps and take a step to the left, now walk forward again and you will hit something but you won't be as close to the table as ou used to be. It feels like i collided with the corner of the carpet. I've attached a screenshot
Attachments
Screen Shot 2012-12-10 at 14.01.36.jpg
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