[Bug 101408] [Gen8+] Xonotic fails to render one of the weapons

bugzilla-daemon at freedesktop.org bugzilla-daemon at freedesktop.org
Sat Sep 30 23:31:59 UTC 2017


https://bugs.freedesktop.org/show_bug.cgi?id=101408

--- Comment #6 from Stuart Young <cefiar at gmail.com> ---
Present on Kabylake as well.

I've been meaning to log this bug for a while (since ~17.0) but haven't had
time or a suitable environment to do a proper investigation (and MESA builds).
Technically still don't. :/

I've done a few apitraces on this previously. Have noticed that the first frame
always renders, then only the transparent part of the weapon renders (the
sights) thereafter.

Just before 0.8.2 was released, some weapon models were updated to a new look,
and it's only the new models which seem to have issues. The Mortar model is the
one that has the most consistent issue and therefore easily replicated.

Have confirmed that the exact same model/setup renders on non-intel hardware
(Radeon and Nvidia) using free and proprietary drivers.

To reproduce this in Xonotic, you can use the following commands without
connecting to a server:

Install Xonotic 0.8.2. It has all the necessary maps and the affected weapon
models. I recommend installing this from the default download from xonotic.org
as it avoids any possible issues with packaged versions. You probably want to
run the game and set the graphics resolution and so on to match your display.

Once set up, run Xonotic with the cmdline options of `+map erbium` (eg:
./xonotic-linux-glx.sh +map erbium ). This launches Xonotic and loads the game
map `erbium` (a default map included in 0.8.2), which contains the mortar
model.

Once in the game, access the console and enter:

prvm_edictset server 1 fixangle \"1\"; prvm_edictset server 1 angles \"0 0 0\";
prvm_edictset server 1 origin \"1324.64856 -1104.02734 449.284454\"

This will take you to the Mortar model on the map `erbium` (the pickup location
of the mortar), so you can see issue. The model should be spinning right in
front of the viewer after this command is entered.

The command will be in the cmd history in future if you need it, so you don't
have to type it in every time. There's a method to do this with Xonotic's
autoexec.cfg if you want to get the shortest possible apitrace, though you
can't skip the loading screens which adds a lot of extra data to the trace.

If you can't see the model, you're experiencing the bug. You can always use
'r_glsl_skeletal 1' to change the rendering to skeletal animation so you can
see that it's there. When you exit, make sure that `r_glsl_skeletal 0`, as the
state of the r_glsl_skeletal variable is saved on exit.

Models are in the xonotic-data.pk3 file (in the models/weapons/ directory). The
pk3 build files are on github at https://github.com/xonotic/xonotic-data.pk3dir
if you just want to pull individual files.

Model files for the mortar (aka grenade launcher): g_gl_luma.iqm 
g_gl_luma.iqm_0.skin  g_gl_luma.tga  g_gl.md3  g_gl_simple.iqm 
g_gl_simple.iqm_0.skin  g_gl_simple.tga  h_gl.iqm  h_gl.iqm.framegroups 
v_gl.md3

Note: Xonotic doesn't use skeletal animation by default as the underlying game
engine (darkplaces) has known issues with this mode in certain situations.
There's some work going on to port Xonotic to another engine, but that's really
slow going and not really relevant to the bug.

-- 
You are receiving this mail because:
You are the QA Contact for the bug.
You are the assignee for the bug.
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <https://lists.freedesktop.org/archives/intel-3d-bugs/attachments/20170930/3faec315/attachment.html>


More information about the intel-3d-bugs mailing list