MiniB3D: Fog Bug, Wireframe Bug and StartMax2D Bug
BlitzMax Forums/BlitzMax Programming/MiniB3D: Fog Bug, Wireframe Bug and StartMax2D Bug
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Ello. Since an update of MiniB3D, wireframe no longer works, and certain 2D drawing operations are drawn horizontally flipped - rect and drawimage I know about. I can compensate but it's weird. Also.. the fog thing. I've noticed that fog usually doesn't kick in until a few seconds in to the rendering loop. It's very inconvenient to compensate for by having a few seconds of undrawn rendering before the main loop, especially since that doesn't guarantee fixing it in time because the period seems random and sometimes it hangs on for a while before correcting. Hast thou advisement? |
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Could you provide code examples that demonstrate each of the bugs? That would go along way in figuring out what's going on! |
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The fog thing is universal with MiniB3D.. so is the wireframe thing... The fog was always like that, on multiple Windows installs on every MiniB3D project, but the wireframe worked before the update. As for the flipped images and rects, its like the scale is set to 1,-1. Infact that's how I correct it. I set scale to 1,-1 before the DrawImage etc and it draws it correctly. It's not every case, but it didn't do it before the upgrade. If I pasted code it would be complex and cally-aroundy.. I was hoping these problems have been noticed and dealt with before... |
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Oh, to compensate for the strange flip, I set scale to 1,-1, and draw it at the bottom left corner instead of the usual top left. |
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This screen capture would indicate that your fog and wireframe issues are not "universal." Specifically, which version of MiniB3D are using? Which version was the last one that worked for you? If you're saying the issue exists on Windows, which versions have you specifically tested? Which version of OpenGL does each install use? To grab the GL info, run this: GLGraphics 800,600 Print "Vendor: "+String.FromCString(glGetString(GL_VENDOR)) Print "Renderer: "+String.FromCString(glGetString(GL_RENDERER)) Print "Version: "+String.FromCString(glGetString(GL_VERSION)) Print "Extensions: "+String.FromCString(glGetString(GL_EXTENSIONS)) For example, my MacBook returns this: Like I said before, please provide a code sample so everyone has a standard to test against. |
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Sounds like confusion about 2D in OpenGL and DirectX. They orient the Y-axis in opposite ways, up for OpenGL and down for DirectX. |
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Floyd: Ah that sounds probable. kfprimm: Hmm that code didn't help. The returned strings were empty. I dunno what's going on. Sorry, I'll get back to the forums with this when I can give more info. |
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Hey Streaksy, run that code sample with GLGraphics instead of Graphics (I've updated my post). Wrote it on my MacBook and wasn't thinking about the fact the D3D9 driver is the default on Windows. Sorry! |
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A few things to try: - Set the program .EXE to run in Compatibility Mode (right-click, Properties, Compatibility tab). - Make sure your graphics drivers are up to date. - Download a fresh instalation of MiniB3D and test the samples to make sure it's not something that was manually altered. |
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kfprimm:Vendor: NVIDIA Corporation Renderer: GeForce GTX 660/PCIe/SSE2 Version: 4.5.0 NVIDIA 358.91 Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility 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GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control Kryzon: I tried everything you said except the fresh MiniB3D because I've made a small modification to it, to turn off texture filtering. I'd have mentioned the that but I'm sure the fog problem existed before that. Well.. I've just replaced it version .54, and the fog works but cameras render from 0,0,0 at zero rotation.... All I did was comment-out the texturefilter command, and added the following function: Function RenderCamera(c:tcamera) tglobal.rendercamera c End Function I tried replacing that with RenderWorld just incase and same result. I tried making damn sure only the main camera should be rendering instead of some hidden one rendering over the top of it, and same. Infact a lot more 2D draws aren't working at all now. The intro stuff is just black screen. It just draws a background image and draws console text over it with DrawText, but now it's just black. What's going ooooooooonnn.... |
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Just tried it completely raw MiniB3D, and cameras visually move but dont rotate, and their movement is massively multiplied and half the stuff is invisible.... and all kinds of messed up stuff. Agghhh... I'm just going to have to use my backup MiniB3D and cope with the fog thing. |
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Oooohh, something maybe I should mention because I don't understand it... My MinGW is some old version because I can't find any other builds of it that compile my BMax modules without errors. I've kept the C:\MinGW folder backed up for years and always just copy it over as-is when reinstalling Windows. Dunno if that could affect it but anyway...[components] runtime=mingwrt-3.17-mingw32-dev.tar.gz w32api=w32api-3.14-mingw32-dev.tar.gz binutils=binutils-2.18.50-20080109-2.tar.gz core=gcc-core-3.4.5-20060117-3.tar.gz gpp=gcc-g++-3.4.5-20060117-3.tar.gz g77=gcc-g77-3.4.5-20060117-3.tar.gz ada=gcc-ada-3.4.5-20060117-3.tar.gz java= objc=gcc-objc-3.4.5-20060117-3.tar.gz make=mingw32-make-3.81-2.tar.gz gcj=gcc-java-3.4.5-20060117-3.tar.gz |
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For what it's worth; Compiling on latest MinGW:C:/BlitzMax 1.5/mod/brl.mod/blitz.mod/blitz_array.c:352:28: error: conflicting types for 'qsort_s' QSORTARRAY( unsigned short,qsort_s ) ^ C:/BlitzMax 1.5/mod/brl.mod/blitz.mod/blitz_array.c:315:13: note: in definition of macro 'QSORTARRAY' static void IDENT( TYPE *lo,TYPE *hi ){\ ^ In file included from C:/MinGW/i686-w64-mingw32/include/stdlib.h:685:0, from C:/BlitzMax 1.5/mod/brl.mod/blitz.mod/blitz.h:6, from C:/BlitzMax 1.5/mod/brl.mod/blitz.mod/blitz_array.c:2: C:/MinGW/i686-w64-mingw32/include/sec_api/stdlib_s.h:64:24: note: previous declaration of 'qsort_s' was here _CRTIMP void __cdecl qsort_s(void *_Base,size_t _NumOfElements,size_t _SizeOfElements,int (__cdecl *_PtFuncCompare)(void *,const void *,const void *),void *_Context); ^ Build Error: failed to compile C:/BlitzMax 1.5/mod/brl.mod/blitz.mod/blitz_array.c |
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I recommend the TDM version MinGW : http://tdm-gcc.tdragon.net/download |
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Cheers Brucey but: Rebuild output: Building Modules Compiling:blitz_app.c Build Error: failed to compile C:/BlitzMax 1.5/mod/brl.mod/blitz.mod/blitz_app.c Process complete FYI, Path ENV: C:\Windows\system32 C:\Windows;C:\Windows\System32\Wbem C:\Windows\System32\WindowsPowerShell\v1.0\ C:\Program Files (x86)\NVIDIA Corporation\PhysX\Common C:\MinGW\bin C:\MinGW\lib C:\MinGW\include C:\MinGW\libexec\gcc\i686-w64-mingw32\5.2.0 %GCC_EXEC_PREFIX%\lib\bin C:\TDM-GCC-32\bin C:\TDM-GCC-32 |
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It's obviously not a good idea to have multiple versions of something on the PATH. As far as I am aware, the first listed path gets priority. Also, with the base install of BlitzMax (i.e. the one you download from here, unchanged), you need to change ar.exe and ld.exe in BlitzMax/bin, and all the stuff in BlitzMax/lib to match the version of the MinGW you intend to use. It's all a bit archaic, and backwards (the developer should spend time coding, not arsing about with copying files into the right places) :-p Before breaking everything, it's best to back-up your PATH, the bin and lib dirs. |
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Didn't change anything. :/ (And I back-up like I've got OCD luckily or I wouldnt have a working MinGW version) |
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Why can't you just specify the lib folder and "id/ar" exe folder in the bmax interface?! PATH is from 1990 ... |
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It keeps saying can't find file, then specifying that stdio.h thing. I've tried putting stdio.h everywhere and same result. It's coming up 2016 and still this is a massive trail-and-error bodge job. There's got to be a better way... ;/ |
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Why can't you just specify the lib folder and "id/ar" exe folder in the bmax interface Because it was designed to work with a specific version of MinGW which wasn't expected to be changed, ever. You could try the following... * Download this : https://github.com/bmx-ng/bmk * Compile as a console app (non gui). * Copy the compiled bmk.exe, core.bmk and make.bmk into your BlitzMax/bin folder. * Install MinGW into BlitzMax/MinGW32 - so that you end up with folders like BlitzMax/MinGW32/bin etc. * Rebuild modules. btw, you can have multiple BlitzMax folders on your PC. You can either copy the old one or create a new one (with stuff in bin (bcc and bmk) and mod (pub.mod and brl.mod) ). At least with a separate BlitzMax you can experiment more freely. |