Ykkrosh, on Oct 5 2010, 11:17 AM, said:
Hmm, looks kind of like a bug in the driver's S3TC handling, but I'm not sure why it only affects that texture. Maybe because it's scaled up, and/or has no mipmaps? Do you see similar texture issues anywhere else, e.g. if you do shift+D and disable "restrict camera" and zoom in so other textures get scaled up?
I looked at details of many units and buildings but I don't see other artifacts (this model has a grey face:
http://imagebin.org/117106 but I think it's not an artifact).
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Does it change if you edit binaries/data/mods/public/art/textures/ui/textures.xml to say mipmap="true"?
It's still the same.
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That looks like the shadow map is getting generated correctly, and the horse's shadow is faint but clearly separated from the edge of the shadow map, but in the main display the dark edge cuts through the middle of it. So it seems the problem is somewhere between the generation of the shadow map and the application of it. I'm afraid I don't know enough about the rendering code or OpenGL or potential driver bugs etc to understand the problem more, though
(By the way, another useful console command is "?gameView.lockCullCamera=true", which locks the position of the camera used for shadow generation and lets you move around and see it from other angles. Probably won't help much here, though.)
I tried but it doesn't get any new info apparently.
I noticed also that (using a mesa driver compiled with debug info) sometimes (I can't find a way to reliably reproduce it) I get this warning:
Mesa warning: glDraw[Range]Elements(start 0, end 24, count 36, type 0x1403, indices=0xa7ebec88)
end is out of bounds (max=23) Element Buffer 0 (size 0)
This should probably be fixed in the application.
This looks like a 0ad bug and similar to an old nexuiz bug:
http://bugs.freedesk...ug.cgi?id=22743
Edited by fabio, 05 October 2010 - 02:03 PM.