Arx Libertatis Bug Tracker
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CLOSED  Bug report #342  -  Zery Polys Error Portals on OSX
Posted Jul 25, 2012 - updated Dec 06, 2012   Shortlink: http://arx.vg/342
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icon_info.png This issue has been closed with status "Not a bug" and resolution "NOT AN ISSUE".
Issue details
  • Type of issue
    Bug report
  • Status
     
    Not a bug
  • Assigned to
    Not assigned to anyone
  • Type of bug
    Not triaged
  • Likelihood
    Not triaged
  • Effect
    Not triaged
  • Posted by
     Guest user
  • Owned by
    Not owned by anyone
  • Estimated time
    Not estimated
  • Category
    Not determined
  • Resolution
    NOT AN ISSUE
  • Priority
    Not determined
  • Reproducability
    Always
  • Severity
    Not determined
  • Targetted for
    icon_milestones.png Not determined
  • OS
    icon_customdatatype.png Not determined
  • Architecture
    icon_customdatatype.png Not determined
  • Fixed in
    icon_customdatatype.png Not determined
Issue description
I use the GOG version of the game and compiled multiple versions of Arx Libertatis, starting from base 1.0.2 and regularly pulling git versions and trying, always the same result.

Compilation is fine with GCC and/or Clang. When the intro starts, I hear the music but only see black. Then, when the scene switches the camera, I can see the guard and the light but not walls or the floor. Later in the menu, the background is black and the cursor leaves trails when moved. When I start a new game, I awaken in the cell and the NPC models are mostly looking normal but the rooms, walls and floors are just invisible/black.

The output is (when having some intro seconds and switching into menu):
  1. [I] Core:650 Starting Arx Libertatis 1.0.2-git + aab34
  2. [I] SDLWindow:71 Using SDL 1.2.15
  3. [I] OpenGLRenderer:123 Using OpenGL 2.1 NVIDIA-7.18.18
  4. [I] OpenGLRenderer:126 Vendor: NVIDIA Corporation
  5. [I] OpenGLRenderer:129 Device: NVIDIA GeForce GT 330M OpenGL Engine
  6. [W] OpenGLRenderer:150 Missing OpenGL extension ARB_map_buffer_range, VBO performance will suffer.
  7. [I] ArxGame:520 auto selected fullscreen resolution 1680x1050@32
  8. [I] SDLInputBackend:237 Using SDL input
  9. [I] OpenALBackend:128 Using Software 1.1 without EFX
  10. [I] PakReader:544 Loaded PAK "data.pak"
  11. [I] PakReader:544 Loaded PAK "loc.pak"
  12. [I] PakReader:544 Loaded PAK "data2.pak"
  13. [I] PakReader:544 Loaded PAK "sfx.pak"
  14. [I] PakReader:544 Loaded PAK "speech.pak"
  15. [I] PakReader:608 Added dir "editor"
  16. [I] PakReader:608 Added dir "graph"
  17. [I] PakReader:608 Added dir "misc"
  18. [I] Localisation:123 Using language from config file: english
  19. [I] ScriptEvent:540 scripting system initialized with 176 commands and 186 suppressions
  20. [I] Text:375 Loaded font "misc/arx_default.ttf" with sizes 87, 48, 30, 61, 31, 31, 31
  21. [I] Core:612 Launching splash screens.
  22. [I] Core:824 Initialized Arx Fatalis (full game)
  23. [I] LoadLevel:658 Loading Level "graph/levels/level10/level10.dlf"
  24. [E] Mesh:4283 portals 1 - Zero Vertex Error Portals
  25. [E] Mesh:4283 portals 2 - Zero Vertex Error Portals
  26. [E] Mesh:4283 portals 4 - Zero Vertex Error Portals
  27. [E] Mesh:4283 portals 6 - Zero Vertex Error Portals
  28. [E] Mesh:4283 portals 8 - Zero Vertex Error Portals
  29. [I] LoadLevel:1162 Done loading level
  30. [I] CinematicLoad:138 loading cinematic "graph/interface/illustrations/introduction.cin"
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  360. [E] Scene:2013 portals 1 - Zero Polys Error Portals
  361. [E] Scene:2013 portals 2 - Zero Polys Error Portals
  362. [E] Scene:2013 portals 1 - Zero Polys Error Portals
  363. [E] Scene:2013 portals 2 - Zero Polys Error Portals
  364. [E] Scene:2013 portals 1 - Zero Polys Error Portals
  365. [E] Scene:2013 portals 2 - Zero Polys Error Portals
  366. [E] Scene:2013 portals 1 - Zero Polys Error Portals
  367. [E] Scene:2013 portals 2 - Zero Polys Error Portals
  368. [E] Scene:2013 portals 1 - Zero Polys Error Portals
  369. [E] Scene:2013 portals 2 - Zero Polys Error Portals
  370. [E] Scene:2013 portals 1 - Zero Polys Error Portals
  371. [E] Scene:2013 portals 2 - Zero Polys Error Portals
  372. [E] Scene:2013 portals 1 - Zero Polys Error Portals
  373. [E] Scene:2013 portals 2 - Zero Polys Error Portals
  374. [E] Scene:2013 portals 1 - Zero Polys Error Portals
  375. [E] Scene:2013 portals 2 - Zero Polys Error Portals
  376. [E] Scene:2013 portals 1 - Zero Polys Error Portals
  377. [E] Scene:2013 portals 2 - Zero Polys Error Portals
  378. [E] Scene:2013 portals 1 - Zero Polys Error Portals
  379. [E] Scene:2013 portals 2 - Zero Polys Error Portals
  380. [E] Scene:2013 portals 1 - Zero Polys Error Portals
  381. [E] Scene:2013 portals 2 - Zero Polys Error Portals
  382. [E] Scene:2013 portals 1 - Zero Polys Error Portals
  383. [E] Scene:2013 portals 2 - Zero Polys Error Portals
  384. [E] Scene:2013 portals 1 - Zero Polys Error Portals
  385. [E] Scene:2013 portals 2 - Zero Polys Error Portals
  386. [E] Scene:2013 portals 1 - Zero Polys Error Portals
  387. [E] Scene:2013 portals 2 - Zero Polys Error Portals
  388. [E] Scene:2013 portals 1 - Zero Polys Error Portals
  389. [E] Scene:2013 portals 2 - Zero Polys Error Portals
  390. [E] Scene:2013 portals 1 - Zero Polys Error Portals
  391. [E] Scene:2013 portals 2 - Zero Polys Error Portals
  392. [E] Scene:2013 portals 1 - Zero Polys Error Portals
  393. [E] Scene:2013 portals 2 - Zero Polys Error Portals
  394. [E] Scene:2013 portals 1 - Zero Polys Error Portals
  395. [E] Scene:2013 portals 2 - Zero Polys Error Portals
  396. [E] Scene:2013 portals 1 - Zero Polys Error Portals
  397. [E] Scene:2013 portals 2 - Zero Polys Error Portals
  398. [E] Scene:2013 portals 1 - Zero Polys Error Portals
  399. [E] Scene:2013 portals 2 - Zero Polys Error Portals
  400. [E] Scene:2013 portals 1 - Zero Polys Error Portals
  401. [E] Scene:2013 portals 2 - Zero Polys Error Portals
  402. [E] Scene:2013 portals 1 - Zero Polys Error Portals
  403. [E] Scene:2013 portals 2 - Zero Polys Error Portals
  404. [E] Scene:2013 portals 1 - Zero Polys Error Portals
  405. [E] Scene:2013 portals 2 - Zero Polys Error Portals
  406. [E] Scene:2013 portals 1 - Zero Polys Error Portals
  407. [E] Scene:2013 portals 2 - Zero Polys Error Portals
  408. [E] Scene:2013 portals 1 - Zero Polys Error Portals
  409. [E] Scene:2013 portals 2 - Zero Polys Error Portals
  410. [E] Scene:2013 portals 1 - Zero Polys Error Portals
  411. [E] Scene:2013 portals 2 - Zero Polys Error Portals
  412. [E] Scene:2013 portals 1 - Zero Polys Error Portals
  413. [E] Scene:2013 portals 2 - Zero Polys Error Portals
  414. [E] Scene:2013 portals 1 - Zero Polys Error Portals
  415. [E] Scene:2013 portals 2 - Zero Polys Error Portals
  416. [E] Scene:2013 portals 1 - Zero Polys Error Portals
  417. [E] Scene:2013 portals 2 - Zero Polys Error Portals
  418. [E] Scene:2013 portals 1 - Zero Polys Error Portals
  419. [E] Scene:2013 portals 2 - Zero Polys Error Portals
  420. [E] Scene:2013 portals 1 - Zero Polys Error Portals
  421. [E] Scene:2013 portals 2 - Zero Polys Error Portals
  422. [E] Scene:2013 portals 1 - Zero Polys Error Portals
  423. [E] Scene:2013 portals 2 - Zero Polys Error Portals
  424. [E] Scene:2013 portals 1 - Zero Polys Error Portals
  425. [E] Scene:2013 portals 2 - Zero Polys Error Portals
  426. [E] Scene:2013 portals 1 - Zero Polys Error Portals
  427. [E] Scene:2013 portals 2 - Zero Polys Error Portals
  428. [E] Scene:2013 portals 1 - Zero Polys Error Portals
  429. [E] Scene:2013 portals 2 - Zero Polys Error Portals
  430. [E] Scene:2013 portals 1 - Zero Polys Error Portals
  431. [E] Scene:2013 portals 2 - Zero Polys Error Portals
  432. [E] Scene:2013 portals 1 - Zero Polys Error Portals
  433. [E] Scene:2013 portals 2 - Zero Polys Error Portals
  434. [E] Scene:2013 portals 1 - Zero Polys Error Portals
  435. [E] Scene:2013 portals 2 - Zero Polys Error Portals
  436. [E] Scene:2013 portals 1 - Zero Polys Error Portals
  437. [E] Scene:2013 portals 2 - Zero Polys Error Portals
  438. [E] Scene:2013 portals 1 - Zero Polys Error Portals
  439. [E] Scene:2013 portals 2 - Zero Polys Error Portals
  440. [E] Scene:2013 portals 1 - Zero Polys Error Portals
  441. [E] Scene:2013 portals 2 - Zero Polys Error Portals
  442. [E] Scene:2013 portals 1 - Zero Polys Error Portals
  443. [E] Scene:2013 portals 2 - Zero Polys Error Portals
  444. [E] Scene:2013 portals 1 - Zero Polys Error Portals
  445. [E] Scene:2013 portals 2 - Zero Polys Error Portals
  446. [E] Scene:2013 portals 1 - Zero Polys Error Portals
  447. [E] Scene:2013 portals 2 - Zero Polys Error Portals
  448. [E] Scene:2013 portals 1 - Zero Polys Error Portals
  449. [E] Scene:2013 portals 2 - Zero Polys Error Portals
  450. [E] Scene:2013 portals 1 - Zero Polys Error Portals
  451. [E] Scene:2013 portals 2 - Zero Polys Error Portals
  452. [E] Scene:2013 portals 1 - Zero Polys Error Portals
  453. [E] Scene:2013 portals 2 - Zero Polys Error Portals
  454. [E] Scene:2013 portals 1 - Zero Polys Error Portals
  455. [E] Scene:2013 portals 2 - Zero Polys Error Portals
  456. [E] Scene:2013 portals 1 - Zero Polys Error Portals
  457. [I] Core:4042 Clean shutdown


I am running an MPB mid 2010 on 10.7 having no problems with other games etc.
Steps to reproduce this issue
Nothing entered.

#2
icon_reply.pngReply
Comment posted by
 Daniel Scharrer
Jul 25, 22:57
Strange, looks like something went wrong in loading the mesh data. This is on a x86 / amd64 (intel) system, right?

What gcc / clang versions did you try? Were there any compiler warnings?
#3
icon_reply.pngReply
Comment posted by
 Guest user
Jul 26, 18:36
Indeed, system is amd64 (CPU: i5)

Clang is version 3.1. Compilation runs fine, albeit 5 warnings (unused parameters) that come from boost. GCC is version 4.2. Compilation runs fine (1 warning from boost about unused parameter), although I had to comment out that "as-needed" linker line in CMakeList.txt.

Do you think that I should give GCC 4.7 a try? Would need to compile it from macports and GCC always takes a while ;)

BTW: All dependencies are freshly compiled except libdevil, which is broken in macports and I therefore took the version from the website.

Here my CMake output:

  1. -- The C compiler identification is GNU 4.2.1
  2. -- The CXX compiler identification is GNU 4.2.1
  3. -- Checking whether C compiler has -isysroot
  4. -- Checking whether C compiler has -isysroot - yes
  5. -- Checking whether C compiler supports OSX deployment target flag
  6. -- Checking whether C compiler supports OSX deployment target flag - yes
  7. -- Check for working C compiler: /usr/bin/gcc
  8. -- Check for working C compiler: /usr/bin/gcc -- works
  9. -- Detecting C compiler ABI info
  10. -- Detecting C compiler ABI info - done
  11. -- Checking whether CXX compiler has -isysroot
  12. -- Checking whether CXX compiler has -isysroot - yes
  13. -- Checking whether CXX compiler supports OSX deployment target flag
  14. -- Checking whether CXX compiler supports OSX deployment target flag - yes
  15. -- Check for working CXX compiler: /usr/bin/g++-4.2
  16. -- Check for working CXX compiler: /usr/bin/g++-4.2 -- works
  17. -- Detecting CXX compiler ABI info
  18. -- Detecting CXX compiler ABI info - done
  19. -- Found PythonInterp: /usr/bin/python (found version "2.7.1")
  20. -- Found Freetype: /opt/local/lib/libfreetype.dylib (found version "2.4.10")
  21. -- Could NOT find IL (missing: ILU_LIBRARIES ILUT_LIBRARIES)
  22. -- Found ZLIB: /usr/lib/libz.dylib (found version "1.2.5")
  23. -- Looking for include file pthread.h
  24. -- Looking for include file pthread.h - found
  25. -- Looking for pthread_create
  26. -- Looking for pthread_create - found
  27. -- Found Threads: TRUE
  28. -- Found OpenGL: /System/Library/Frameworks/OpenGL.framework
  29. -- Found GLEW: /opt/local/lib/libGLEW.dylib
  30. -- Found OpenAL: /System/Library/Frameworks/OpenAL.framework (Required is at least version "1.1")
  31. -- Could NOT find OpenALEFX (missing: OPENAL_EFX_INCLUDE_DIR)
  32. -- Could NOT find Doxygen (missing: DOXYGEN_EXECUTABLE)
  33. -- Found SDL: /opt/local/lib/libSDLmain.a;/opt/local/lib/libSDL.dylib;-framework Cocoa (Required is exact version "1.2")
  34. -- Boost version: 1.50.0
  35. -- Found the following Boost libraries:
  36. -- program_options
  37. -- Checking DevIL: /usr/local/lib/libIL.dylib
  38. -- Checking ZLIB: /usr/lib/libz.dylib
  39. -- Checking Freetype: /opt/local/lib/libfreetype.dylib
  40. -- Checking OpenAL: /System/Library/Frameworks/OpenAL.framework
  41. -- Checking OpenGL: /System/Library/Frameworks/OpenGL.framework
  42. -- Checking GLEW: /opt/local/lib/libGLEW.dylib
  43. -- Checking SDL: /opt/local/lib/libSDLmain.a;/opt/local/lib/libSDL.dylib;-framework Cocoa
  44. -- Looking for nanosleep
  45. -- Looking for nanosleep - found
  46. -- Looking for pthread_setname_np
  47. -- Looking for pthread_setname_np - found
  48. -- Looking for pthread_set_name_np
  49. -- Looking for pthread_set_name_np - not found.
  50. -- Looking for prctl
  51. -- Looking for prctl - not found.
  52. -- Looking for PR_SET_NAME
  53. -- Looking for PR_SET_NAME - not found.
  54. -- Looking for uname
  55. -- Looking for uname - found
  56. -- Looking for getrusage
  57. -- Looking for getrusage - found
  58. -- Looking for popen
  59. -- Looking for popen - found
  60. -- Looking for pclose
  61. -- Looking for pclose - found
  62. -- Looking for clock_gettime
  63. -- Looking for clock_gettime - not found.
  64. -- Looking for 3 include files mach/clock.h, ..., mach/mach_host.h
  65. -- Looking for 3 include files mach/clock.h, ..., mach/mach_host.h - found
  66. -- Looking for wordexp.h
  67. -- Looking for wordexp.h - found
  68. -- Looking for fork
  69. -- Looking for fork - found
  70. -- Looking for readlink
  71. -- Looking for readlink - found
  72. -- Looking for dup2
  73. -- Looking for dup2 - found
  74. -- Looking for execl
  75. -- Looking for execl - found
  76. -- Looking for execlp
  77. -- Looking for execlp - found
  78. -- Looking for isatty
  79. -- Looking for isatty - found
  80. -- Looking for sched_getscheduler
  81. -- Looking for sched_getscheduler - not found.
  82. -- Looking for kill
  83. -- Looking for kill - found
  84. -- Looking for backtrace
  85. -- Looking for backtrace - found
  86. -- Looking for sys/types.h
  87. -- Looking for sys/types.h - found
  88. -- Looking for getpid
  89. -- Looking for getpid - found
  90. -- Looking for sysconf
  91. -- Looking for sysconf - found
  92. -- Looking for sigaction
  93. -- Looking for sigaction - found
  94. -- Looking for sys/stat.h
  95. -- Looking for sys/stat.h - found
  96. -- Looking for sys/errno.h
  97. -- Looking for sys/errno.h - found
  98. -- Looking for dirent.h
  99. -- Looking for dirent.h - found
  100. -- Looking for readdir_r
  101. -- Looking for readdir_r - found
  102. -- Looking for fpathconf
  103. -- Looking for fpathconf - found
  104. -- Looking for pathconf
  105. -- Looking for pathconf - found
  106. -- Looking for _PC_NAME_MAX
  107. -- Looking for _PC_NAME_MAX - found
  108. -- Looking for _PC_CASE_SENSITIVE
  109. -- Looking for _PC_CASE_SENSITIVE - found
  110. -- Looking for dirfd
  111. -- Looking for dirfd - found
  112. -- Looking for fstatat
  113. -- Looking for fstatat - not found.
  114. -- Looking for NAME_MAX
  115. -- Looking for NAME_MAX - not found.
  116. -- Checking compiler flag: -Wall
  117. -- Checking compiler flag: -Wextra
  118. -- Checking compiler flag: -Wformat=2
  119. -- Checking compiler flag: -Wundef
  120. -- Checking compiler flag: -Wpointer-arith
  121. -- Checking compiler flag: -Wcast-qual
  122. -- Checking compiler flag: -Woverloaded-virtual
  123. -- Checking compiler flag: -Wlogical-op - unsupported
  124. -- Checking compiler flag: -Wliteral-conversion - unsupported
  125. -- Checking compiler flag: -Wshift-overflow - unsupported
  126. -- Checking compiler flag: -Woverflow
  127. -- Checking compiler flag: -Wbool-conversions - unsupported
  128. -- Checking compiler flag: -g2
  129. -- Checking compiler flag: -Wno-uninitialized
  130. -- Checking compiler flag: -Wno-constant-logical-operand - unsupported
  131. -- Checking compiler flag: -Wl,--as-needed
  132. -- Checking compiler flag: -Wno-undef
  133. -- Performing Test ARX_HAVE_ATTRIBUTE_FORMAT_PRINTF
  134. -- Performing Test ARX_HAVE_ATTRIBUTE_FORMAT_PRINTF - Success
  135. -- Checking Boost: /opt/local/lib/libboost_program_options-mt.dylib
  136.  
  137. Configuration:
  138. - Build type: Release
  139. - Filesystem backend: POSIX
  140. - Renderer: OpenGL
  141. - Audio backend: OpenAL
  142. - Input backend: SDL
  143. - Windowing: SDL
  144. - Crash handler: (none)
  145. - Crash reporter: disabled
  146. - Tools: enabled


Cheers
#4
icon_reply.pngReply
Comment posted by
 Daniel Scharrer
icon_reply.pngJul 26, 21:09, in reply to comment #3
Thanks for the detailed information!

Clang is version 3.1. Compilation runs fine, albeit 5 warnings (unused
parameters) that come from boost.
GCC is version 4.2. Compilation runs fine (1 warning from boost about
unused parameter),
Ok, those warnings should be fine and are suppressed under linux by using -isystem instead of -I for the include paths - something CMake doesn't seem to do on OSX.

although I had to comment out that "as-needed" linker line in CMakeList.txt.
Oh, what was the problem? Ideally CMakeLists.txt should work out of the box.

Do you think that I should give GCC 4.7 a try? Would need to compile it
from macports and GCC always takes a while ;)
If you want to, but it's probably not going to help - clang 3.1 works fine for me under Linux and so do gcc 4.1, 4.3, 4.4, 4.5, 4.6, 4.7 and some random snapshot of the 4.8 branch ;-)

  1. > - Build type: Release
  2. >

Have you tried a debug build? You can enable it by passing -DCMAKE_BUILD_TYPE=Debug to the cmake command and then rebuilding. Asserts are disabled in the release build so this might give more information - also optimizations are disabled in the debug build (-O0), so it will help rule out if that's the cause.

When compiled in debug mode you can also run arx as
  1. ./arx -g src
to enable debug output.

I have to admit, I have no idea what could be causing this to only break on your system. While the code is pretty messy, there isn't that much OS-specific stuff involved in loading the the static scene - at least not something that would be different for the NPCs. That the menu background is black also seems and unrelated problem at first - we can add more asserts if a debug build doesn't spew out anything new.

Also, just to cover all of our bases, have you tried version 1.0 - maybe it's something we broke after that.
#5
icon_reply.pngReply
Comment posted by
 Guest user
icon_reply.pngJul 26, 21:53, in reply to comment #4


I redownloaded the game from GOG just to make sure the PAK files are not corrupted. They're not.

Oh, what was the problem? Ideally CMakeLists.txt should work out of the
box.
When using the standard CMake file with GCC, the linking stage complains with
  1. Linking CXX executable arx
  2. ld: unknown option: --as-needed
  3. collect2: ld returned 1 exit status
for every executable target.

Have you tried a debug build? You can enable it by passing
-DCMAKE_BUILD_TYPE=Debug to the cmake command and then rebuilding. Asserts
are disabled in the release build so this might give more information -
also optimizations are disabled in the debug build (-O0), so it will help
rule out if that's the cause.


Compiled the debug build with clang. Gave a lot of warnings about "format string is not a literal string" which somewhere stem from the asserts. Still, black walls ingame smileys/4.png

Also, just to cover all of our bases, have you tried version 1.0 - maybe
it's something we broke after that.


Can you give me the git command for that? git pull ? I'm only used to SVN. Thanks smileys/2.png

#6
icon_reply.pngReply
Comment posted by
 Daniel Scharrer
icon_reply.pngJul 26, 22:06, in reply to comment #5
When using the standard CMake file with GCC, the linking stage complains
with
Linking CXX executable arxld: unknown option: --as-neededcollect2: ld
returned 1 exit status
for every executable target.
Strange, CMakeLists.txt is supposed to check for unsupported flags smileys/4.png

Compiled the debug build with clang. Gave a lot of warnings about "format
string is not a literal string" which somewhere stem from the asserts.
This should have been fixed in commit 024ff748b33fe21533a98d753e5cca945c82ffe9, which is included in 1.0.2.

Still, black walls ingame
What about the console / log output.

Also, try running the debug build with
  1. ./arx -g src
which should produce lots of debug output.

Also, just to cover all of our bases, have you tried version 1.0 - maybe
it's something we broke after that.

Can you give me the git command for that? git pull ? I'm only used to SVN.
Thanks
  1. git checkout 1.0


To go back later you can use
  1. git checkout master
#7
icon_reply.pngReply
Comment posted by
 Guest user
icon_reply.pngJul 26, 22:07, in reply to comment #5
Nevermind, I found the 1.0 snapshot on the website. The mesh error remains smileys/4.png
#8
icon_reply.pngReply
Comment posted by
 Guest user
icon_reply.pngJul 26, 22:24, in reply to comment #7


#9
icon_reply.pngReply
Comment posted by
 Guest user
icon_reply.pngJul 26, 22:40, in reply to comment #8
Well obviously that did not work. -g src really does give *lots* of output... so my last reply became just empty. I looked through it and the only red lines were those I gave before. Just started a quick new game and I had the same stuff:

  1. ...
  2. [E] Mesh:4283 portals 35 - Zero Vertex Error Portals
  3. [E] Mesh:4283 portals 39 - Zero Vertex Error Portals
  4. [E] Mesh:4283 portals 47 - Zero Vertex Error Portals
  5. [I] LoadLevel:1162 Done loading level
  6. [I] CinematicLoad:138 loading cinematic "graph/interface/illustrations/akbaa_dream_c.cin"
  7. [E] Scene:2013 portals 47 - Zero Polys Error Portals
  8. [E] Scene:2013 portals 47 - Zero Polys Error Portals
  9. [E] Scene:2013 portals 47 - Zero Polys Error Portals
  10. ...


It's always Mesh:4283 and Scene:2013
#10
icon_reply.pngReply
Comment posted by
 Daniel Scharrer
icon_reply.pngJul 26, 22:50, in reply to comment #9
Thanks for all the replies. Could you post the whole `-g src` output to a pastebin service (such as http://n0.pe/p/) and link it here?

It's getting late here, but I'll add more asserts/checks to the loading code tomorrow to see what goes wrong.

It's always Mesh:4283 and Scene:2013
Yeah, those are the locations in the source code where error messages are printed.
#11
icon_reply.pngReply
Comment posted by
 Guest user
icon_reply.pngJul 26, 23:16, in reply to comment #10
Thanks for all the caring smileys/2.png

Could you post the whole `-g src` output to a
pastebin service (such as http://n0.pe/p/) and link it here?


Oh wow, I tried two different sites. But the log is just tooo big..... no pastebin accepts it.

It's getting late here, but I'll add more asserts/checks to the loading
code tomorrow to see what goes wrong.


Yes, getting late here aswell. Ok, waiting for tomorrow then.

Yeah, those are the locations in the source code where error messages are
printed.
Yes, I looked into the two files at that lines but too much nonsense for me :P

#13
icon_reply.pngReply
Comment posted by
 Guest user
icon_reply.pngJul 27, 08:04, in reply to comment #11
Okay, a small sidenote:

I tried Arx Libertatis inside a Wine wrapper and it worked well. Mouse was not moveable but maybe this come from the wine version, don't know. At least meshes were fine... so this is really a native OSX bug.

Also some pics: Ingameicon_open_new.png Introicon_open_new.png Menuicon_open_new.png
#14
icon_reply.pngReply
Comment posted by
 Daniel Scharrer
icon_reply.pngJul 28, 03:54, in reply to comment #13
Sorry for the delay and thanks for all the updates.

I have now added more checks and debug output to the relevant parts. Can you try a debug build of the latest commit? Run it as
  1. ./arx -g PakReader,Mesh
This will enable debug output only for the interesting parts of the code.
#15
icon_reply.pngReply
Comment posted by
 Guest user
icon_reply.pngJul 28, 07:49, in reply to comment #14
Alright, so the output is:

  1. [I] Core:649 Starting Arx Libertatis 1.0.2-git + 76b62
  2. [I] SDLWindow:71 Using SDL 1.2.15
  3. [I] OpenGLRenderer:123 Using OpenGL 2.1 NVIDIA-7.18.18
  4. [I] OpenGLRenderer:126 Vendor: NVIDIA Corporation
  5. [I] OpenGLRenderer:129 Device: NVIDIA GeForce GT 330M OpenGL Engine
  6. [W] OpenGLRenderer:150 Missing OpenGL extension ARB_map_buffer_range, VBO performance will suffer.
  7. [I] ArxGame:525 changed window size to 640x480
  8. [I] SDLInputBackend:237 Using SDL input
  9. [I] OpenALBackend:133 Using OpenAL Software 1.1 without EFX
  10. [I] PakReader:549 Loaded PAK "data.pak"
  11. [I] PakReader:549 Loaded PAK "loc.pak"
  12. [I] PakReader:549 Loaded PAK "data2.pak"
  13. [I] PakReader:549 Loaded PAK "sfx.pak"
  14. [I] PakReader:549 Loaded PAK "speech.pak"
  15. [I] PakReader:613 Added dir "editor"
  16. [I] PakReader:613 Added dir "graph"
  17. [I] PakReader:613 Added dir "misc"
  18. [I] Localisation:123 Using language from config file: english
  19. [I] ScriptEvent:540 scripting system initialized with 176 commands and 186 suppressions
  20. [I] Text:375 Loaded font "misc/arx_default.ttf" with sizes 40, 22, 14, 28, 18, 18, 18
  21. [I] Core:611 Launching splash screens.
  22. [I] Core:817 Initialized Arx Fatalis (full game)
  23. [I] LoadLevel:658 Loading Level "graph/levels/level10/level10.dlf"
  24. [D] Mesh:3002 Loading "game/graph/levels/level10/fast.fts"
  25. [D] Mesh:3007 FTS: read 1121137 bytes
  26. [D] Mesh:3035 FTS: decompressing 1120089 -> 2916312
  27. [D] Mesh:3103 FTS: loading 160 x 160 cells ...
  28. [D] Mesh:3237 FTS: loading 493 anchors ...
  29. [D] Mesh:3284 FTS: loading 7 portals ...
  30. [D] Mesh:3315 FTS: loading 10 rooms ...
  31. [D] Mesh:3328 - room 0: 0 portals, 0 polygons
  32. [D] Mesh:3328 - room 1: 1 portals, 2016 polygons
  33. [D] Mesh:3328 - room 2: 1 portals, 598 polygons
  34. [D] Mesh:3328 - room 3: 2 portals, 2386 polygons
  35. [D] Mesh:3328 - room 4: 2 portals, 806 polygons
  36. [D] Mesh:3328 - room 5: 2 portals, 2767 polygons
  37. [D] Mesh:3328 - room 6: 2 portals, 985 polygons
  38. [D] Mesh:3328 - room 7: 2 portals, 2474 polygons
  39. [D] Mesh:3328 - room 8: 1 portals, 786 polygons
  40. [D] Mesh:3328 - room 9: 1 portals, 1938 polygons
  41. [D] Mesh:3364 FTS: loading 100 room distances ...
  42. [D] Mesh:3380 FTS: preparing scene data ...
  43. [D] Mesh:4097 Destroying scene VBOs
  44. [D] Mesh:4144 Creating scene VBOs
  45. [W] Mesh:4229 no visible vertices in room 1: 0 ignored, 0 hidden, 2016 untextured
  46. [W] Mesh:4229 no visible vertices in room 2: 0 ignored, 0 hidden, 598 untextured
  47. [D] Mesh:4256 - room 3: 1 textures, 320 vertices, 456 indices
  48. [W] Mesh:4229 no visible vertices in room 4: 0 ignored, 0 hidden, 806 untextured
  49. [D] Mesh:4256 - room 5: 2 textures, 1618 vertices, 2040 indices
  50. [W] Mesh:4229 no visible vertices in room 6: 0 ignored, 0 hidden, 985 untextured
  51. [D] Mesh:4256 - room 7: 2 textures, 2276 vertices, 2712 indices
  52. [W] Mesh:4229 no visible vertices in room 8: 0 ignored, 0 hidden, 786 untextured
  53. [D] Mesh:4256 - room 9: 2 textures, 912 vertices, 1260 indices
  54. [D] Mesh:3397 FTS: done loading
  55. [I] LoadLevel:1162 Done loading level
  56. [I] CinematicLoad:138 loading cinematic "graph/interface/illustrations/introduction.cin"
  57. [I] LoadLevel:658 Loading Level "graph/levels/level1/level1.dlf"
  58. [D] Mesh:3002 Loading "game/graph/levels/level1/fast.fts"
  59. [D] Mesh:3007 FTS: read 5336967 bytes
  60. [D] Mesh:3035 FTS: decompressing 5335151 -> 11180884
  61. [D] Mesh:3103 FTS: loading 160 x 160 cells ...
  62. [D] Mesh:3237 FTS: loading 3619 anchors ...
  63. [D] Mesh:3284 FTS: loading 54 portals ...
  64. [D] Mesh:3315 FTS: loading 53 rooms ...
  65. [D] Mesh:3328 - room 0: 0 portals, 0 polygons
  66. [D] Mesh:3328 - room 1: 2 portals, 1311 polygons
  67. [D] Mesh:3328 - room 2: 6 portals, 8086 polygons
  68. [D] Mesh:3328 - room 3: 7 portals, 6014 polygons
  69. [D] Mesh:3328 - room 4: 0 portals, 0 polygons
  70. [D] Mesh:3328 - room 5: 2 portals, 1885 polygons
  71. [D] Mesh:3328 - room 6: 4 portals, 3919 polygons
  72. [D] Mesh:3328 - room 7: 2 portals, 1303 polygons
  73. [D] Mesh:3328 - room 8: 3 portals, 952 polygons
  74. [D] Mesh:3328 - room 9: 1 portals, 1504 polygons
  75. [D] Mesh:3328 - room 10: 3 portals, 725 polygons
  76. [D] Mesh:3328 - room 11: 1 portals, 1021 polygons
  77. [D] Mesh:3328 - room 12: 2 portals, 882 polygons
  78. [D] Mesh:3328 - room 13: 1 portals, 1321 polygons
  79. [D] Mesh:3328 - room 14: 2 portals, 1836 polygons
  80. [D] Mesh:3328 - room 15: 2 portals, 1125 polygons
  81. [D] Mesh:3328 - room 16: 0 portals, 0 polygons
  82. [D] Mesh:3328 - room 17: 1 portals, 1093 polygons
  83. [D] Mesh:3328 - room 18: 0 portals, 0 polygons
  84. [D] Mesh:3328 - room 19: 3 portals, 2107 polygons
  85. [D] Mesh:3328 - room 20: 0 portals, 0 polygons
  86. [D] Mesh:3328 - room 21: 1 portals, 549 polygons
  87. [D] Mesh:3328 - room 22: 2 portals, 4592 polygons
  88. [D] Mesh:3328 - room 23: 0 portals, 0 polygons
  89. [D] Mesh:3328 - room 24: 0 portals, 0 polygons
  90. [D] Mesh:3328 - room 25: 0 portals, 0 polygons
  91. [D] Mesh:3328 - room 26: 2 portals, 550 polygons
  92. [D] Mesh:3328 - room 27: 1 portals, 319 polygons
  93. [D] Mesh:3328 - room 28: 1 portals, 369 polygons
  94. [D] Mesh:3328 - room 29: 4 portals, 852 polygons
  95. [D] Mesh:3328 - room 30: 6 portals, 533 polygons
  96. [D] Mesh:3328 - room 31: 2 portals, 407 polygons
  97. [D] Mesh:3328 - room 32: 1 portals, 685 polygons
  98. [D] Mesh:3328 - room 33: 2 portals, 346 polygons
  99. [D] Mesh:3328 - room 34: 2 portals, 460 polygons
  100. [D] Mesh:3328 - room 35: 2 portals, 93 polygons
  101. [D] Mesh:3328 - room 36: 0 portals, 0 polygons
  102. [D] Mesh:3328 - room 37: 0 portals, 0 polygons
  103. [D] Mesh:3328 - room 38: 0 portals, 0 polygons
  104. [D] Mesh:3328 - room 39: 2 portals, 808 polygons
  105. [D] Mesh:3328 - room 40: 3 portals, 1036 polygons
  106. [D] Mesh:3328 - room 41: 4 portals, 2230 polygons
  107. [D] Mesh:3328 - room 42: 2 portals, 526 polygons
  108. [D] Mesh:3328 - room 43: 10 portals, 3469 polygons
  109. [D] Mesh:3328 - room 44: 3 portals, 1182 polygons
  110. [D] Mesh:3328 - room 45: 1 portals, 295 polygons
  111. [D] Mesh:3328 - room 46: 3 portals, 3004 polygons
  112. [D] Mesh:3328 - room 47: 2 portals, 56 polygons
  113. [D] Mesh:3328 - room 48: 2 portals, 153 polygons
  114. [D] Mesh:3328 - room 49: 2 portals, 308 polygons
  115. [D] Mesh:3328 - room 50: 2 portals, 325 polygons
  116. [D] Mesh:3328 - room 51: 2 portals, 275 polygons
  117. [D] Mesh:3328 - room 52: 2 portals, 453 polygons
  118. [D] Mesh:3364 FTS: loading 2809 room distances ...
  119. [D] Mesh:3380 FTS: preparing scene data ...
  120. [D] Mesh:4097 Destroying scene VBOs
  121. [D] Mesh:4144 Creating scene VBOs
  122. [W] Mesh:4229 no visible vertices in room 1: 0 ignored, 0 hidden, 1311 untextured
  123. [W] Mesh:4229 no visible vertices in room 2: 0 ignored, 0 hidden, 8086 untextured
  124. [D] Mesh:4256 - room 3: 3 textures, 350 vertices, 486 indices
  125. [W] Mesh:4229 no visible vertices in room 5: 0 ignored, 0 hidden, 1885 untextured
  126. [D] Mesh:4256 - room 6: 3 textures, 1135 vertices, 1515 indices
  127. [W] Mesh:4229 no visible vertices in room 7: 0 ignored, 0 hidden, 1303 untextured
  128. [D] Mesh:4256 - room 8: 11 textures, 475 vertices, 669 indices
  129. [D] Mesh:4256 - room 9: 11 textures, 1229 vertices, 1701 indices
  130. [D] Mesh:4256 - room 10: 6 textures, 418 vertices, 594 indices
  131. [D] Mesh:4256 - room 11: 10 textures, 773 vertices, 1059 indices
  132. [D] Mesh:4256 - room 12: 9 textures, 720 vertices, 1008 indices
  133. [D] Mesh:4256 - room 13: 12 textures, 1172 vertices, 1608 indices
  134. [D] Mesh:4256 - room 14: 12 textures, 2376 vertices, 3348 indices
  135. [D] Mesh:4256 - room 15: 9 textures, 665 vertices, 951 indices
  136. [D] Mesh:4256 - room 17: 3 textures, 542 vertices, 720 indices
  137. [W] Mesh:4229 no visible vertices in room 19: 0 ignored, 0 hidden, 2107 untextured
  138. [W] Mesh:4229 no visible vertices in room 21: 0 ignored, 0 hidden, 549 untextured
  139. [W] Mesh:4229 no visible vertices in room 22: 0 ignored, 0 hidden, 4592 untextured
  140. [D] Mesh:4256 - room 26: 8 textures, 548 vertices, 798 indices
  141. [D] Mesh:4256 - room 27: 5 textures, 246 vertices, 354 indices
  142. [D] Mesh:4256 - room 28: 4 textures, 148 vertices, 222 indices
  143. [D] Mesh:4256 - room 29: 10 textures, 1213 vertices, 1689 indices
  144. [D] Mesh:4256 - room 30: 8 textures, 673 vertices, 927 indices
  145. [D] Mesh:4256 - room 31: 5 textures, 209 vertices, 279 indices
  146. [D] Mesh:4256 - room 32: 10 textures, 639 vertices, 885 indices
  147. [D] Mesh:4256 - room 33: 4 textures, 225 vertices, 303 indices
  148. [D] Mesh:4256 - room 34: 3 textures, 403 vertices, 537 indices
  149. [W] Mesh:4229 no visible vertices in room 35: 0 ignored, 0 hidden, 93 untextured
  150. [W] Mesh:4229 no visible vertices in room 39: 0 ignored, 0 hidden, 808 untextured
  151. [D] Mesh:4256 - room 40: 8 textures, 977 vertices, 1443 indices
  152. [D] Mesh:4256 - room 41: 12 textures, 1523 vertices, 2133 indices
  153. [D] Mesh:4256 - room 42: 7 textures, 430 vertices, 618 indices
  154. [D] Mesh:4256 - room 43: 9 textures, 760 vertices, 1068 indices
  155. [D] Mesh:4256 - room 44: 10 textures, 803 vertices, 1113 indices
  156. [D] Mesh:4256 - room 45: 6 textures, 202 vertices, 288 indices
  157. [D] Mesh:4256 - room 46: 14 textures, 3029 vertices, 4203 indices
  158. [W] Mesh:4229 no visible vertices in room 47: 0 ignored, 0 hidden, 56 untextured
  159. [D] Mesh:4256 - room 48: 4 textures, 207 vertices, 273 indices
  160. [D] Mesh:4256 - room 49: 1 textures, 8 vertices, 12 indices
  161. [D] Mesh:4256 - room 50: 7 textures, 444 vertices, 594 indices
  162. [D] Mesh:4256 - room 51: 3 textures, 62 vertices, 90 indices
  163. [D] Mesh:4256 - room 52: 5 textures, 694 vertices, 954 indices
  164. [D] Mesh:3397 FTS: done loading
  165. [I] LoadLevel:1162 Done loading level
  166. [I] CinematicLoad:138 loading cinematic "graph/interface/illustrations/akbaa_dream_c.cin"
  167. [I] Core:4035 Clean shutdown
#16
icon_reply.pngReply
Comment posted by
 Daniel Scharrer
Jul 28, 09:32
Ah, it seems the mesh is loaded fine after all, it's just the textures that are missing.

I think I know what's going on: the missing textures (menu background, most of the static scene) are all JPEG while others that work for you are BMP. I think your DevIL library is unable to load .jpg files - either because JPEG support was disabled at build time or because it cannot find the right libjpeg library?

I can reproduce the behavior if I compile my DevIL without JPEG support. I have now added error messages for this to the texture and image loading code. And I have clarified the need for BMP, JPEG and TGA support in the build instructions. ;-)
#17
icon_reply.pngReply
Comment posted by
 Guest user
icon_reply.pngJul 28, 11:33, in reply to comment #16
Oh, dang.... as I said, the Macports version of libdevil is broken and the same goes for the libjpeg package (which I did not know). So yes, my libdevil is missing the JPG support and it looks like it will be broken for some longer (or it is just me and my system has a peculiarity...). I downloaded libjpeg manually, compiled and "sudo make install"ed, same goes for libdevil. But libdevil states that he cannot find libjpeg during configure ... hmmm, guess I have to wait till somebody fixes that at Macports....

Thx anyway! smileys/2.png
#18
icon_reply.pngReply
Comment posted by
 Daniel Scharrer
Jul 28, 22:24
Thanks for sticking around. Sorry that I can't be of more help here. smileys/4.png

The issue was updated with the following change(s):
  • The status has been updated, from New to Not a bug.
  • This issue has been closed
  • The resolution has been updated, from Not determined to NOT AN ISSUE.