MiniB3D: Fog Bug, Wireframe Bug and StartMax2D Bug

BlitzMax Forums/BlitzMax Programming/MiniB3D: Fog Bug, Wireframe Bug and StartMax2D Bug

Streaksy(Posted 2015) [#1]
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?


kfprimm(Posted 2015) [#2]
Could you provide code examples that demonstrate each of the bugs? That would go along way in figuring out what's going on!


Streaksy(Posted 2015) [#3]
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...


Streaksy(Posted 2015) [#4]
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.


kfprimm(Posted 2015) [#5]
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.


Floyd(Posted 2015) [#6]
Sounds like confusion about 2D in OpenGL and DirectX. They orient the Y-axis in opposite ways, up for OpenGL and down for DirectX.


Streaksy(Posted 2015) [#7]
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.


kfprimm(Posted 2015) [#8]
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!


Kryzon(Posted 2015) [#9]
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.


Streaksy(Posted 2015) [#10]
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 GL_ARB_ES3_2_compatibility 
GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location 
GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport 
GL_ARB_fragment_program GL_ARB_fragment_program_shadow 
GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments 
GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 
GL_ARB_get_program_binary GL_ARB_get_texture_sub_image 
GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 
GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging 
GL_ARB_indirect_parameters GL_ARB_instanced_arrays 
GL_ARB_internalformat_query GL_ARB_internalformat_query2 
GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment 
GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect 
GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query 
GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile 
GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object 
GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query 
GL_ARB_provoking_vertex GL_ARB_query_buffer_object 
GL_ARB_robust_buffer_access_behavior GL_ARB_robustness 
GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map 
GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects 
GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters 
GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock 
GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote 
GL_ARB_shader_image_load_store GL_ARB_shader_image_size 
GL_ARB_shader_objects GL_ARB_shader_precision 
GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine 
GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod 
GL_ARB_shading_language_100 GL_ARB_shading_language_420pack 
GL_ARB_shading_language_include GL_ARB_shading_language_packing 
GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture 
GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader 
GL_ARB_texture_barrier GL_ARB_texture_border_clamp 
GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 
GL_ARB_texture_buffer_range GL_ARB_texture_compression 
GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc 
GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array 
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_gather GL_ARB_texture_mirror_clamp_to_edge 
GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample 
GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels 
GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg 
GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage 
GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle 
GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 
GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced 
GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix 
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GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit 
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GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev 
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GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform 
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GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object 
GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 
GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 
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GL_NV_vertex_program2_option GL_NV_vertex_program3 
GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop 
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GL_KHR_blend_equation_advanced GL_SGIS_generate_mipmap 
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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....


Streaksy(Posted 2015) [#11]
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.


Streaksy(Posted 2015) [#12]
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



Streaksy(Posted 2015) [#13]
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



Brucey(Posted 2015) [#14]
I recommend the TDM version MinGW : http://tdm-gcc.tdragon.net/download


Streaksy(Posted 2015) [#15]
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



Brucey(Posted 2015) [#16]
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.


Streaksy(Posted 2015) [#17]
Didn't change anything. :/ (And I back-up like I've got OCD luckily or I wouldnt have a working MinGW version)


Streaksy(Posted 2015) [#18]
Why can't you just specify the lib folder and "id/ar" exe folder in the bmax interface?! PATH is from 1990 ...


Streaksy(Posted 2015) [#19]
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... ;/


Brucey(Posted 2015) [#20]
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.