Extremely wacky problem in GZdoom.
Moderator: Graf Zahl
- Lucius Octavion
- Posts: 33
- Joined: Sun Mar 02, 2008 3:58
This problem is very strange. Kate seemed to have the problem as well. I just tried something, don't know if it would help, but when I disable textures, nothing happens, and when I change between high resolution and low resolution textures, the strange pattern just gets larger and smaller in resolution.
- Lucius Octavion
- Posts: 33
- Joined: Sun Mar 02, 2008 3:58
This is getting weirder and weirder. I just tried running ultimate doom for a change and it appears that certain textures do work correctly, but the same problem persists. Also, animated textures are messed up but they are still moving, so that means that textures are being rendered wrong or something. Very weird and I can't explain it. I've tried doing another clean install and still not working. None of the playing around with openGL options seems to help either. I wonder if Kate solved this problem. If I can't get this fixed I will be very upset... 

- Lucius Octavion
- Posts: 33
- Joined: Sun Mar 02, 2008 3:58
All tests were successful. I can run other games fine but gzdoom has this frustrating problem. I just tried re installing the latest video drivers with no success. However I noticed something else that may be a clue. In ultimate doom, I realized that a few textures seem to work correctly but most don't.
- Lucius Octavion
- Posts: 33
- Joined: Sun Mar 02, 2008 3:58
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
- Lucius Octavion
- Posts: 33
- Joined: Sun Mar 02, 2008 3:58
Don't know how to look at any compatibility driver settings... but other openGL apps work perfectly fine for me. Also this started happening by itself for some weird reason.
And here's something screwy. Look at these two shots. I took another one and here's the first one again.
By looking at the first shot, MAP01 from DooM 2, you can see that the textures are all messed up, but the sky texture is working. However,
... In the second shot, E1M1 from Ultimate Doom, you see that a few textures seem to be working, but the sky texture is not. Hopefully these pictures can help...
Shot 1:

Shot 2:

And here's something screwy. Look at these two shots. I took another one and here's the first one again.
By looking at the first shot, MAP01 from DooM 2, you can see that the textures are all messed up, but the sky texture is working. However,
... In the second shot, E1M1 from Ultimate Doom, you see that a few textures seem to be working, but the sky texture is not. Hopefully these pictures can help...
Shot 1:

Shot 2:

- Lucius Octavion
- Posts: 33
- Joined: Sun Mar 02, 2008 3:58
- Lucius Octavion
- Posts: 33
- Joined: Sun Mar 02, 2008 3:58
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
- Lucius Octavion
- Posts: 33
- Joined: Sun Mar 02, 2008 3:58
Here is the log:
Code: Select all
Log started: Sun Mar 30 15:48:06 2008
W_Init: Init WADfiles.
adding D:/Doom/Ports/gzdoom/gzdoom.pk3
adding ./doom.wad (2306 lumps)
I_Init: Setting up machine state.
CPU Speed: 2411.129019 MHz
CPU Vendor ID: AuthenticAMD
Name: AMD Athlon(tm) 64 Processor 3800+
Family 15 (15), Model 47, Stepping 2
Features: MMX MMX+ SSE SSE2 SSE3 3DNow! 3DNow!+
I_InitSound: Initializing FMOD
Setting DirectSound output succeeded
Setting driver 0 succeeded
Initialization succeeded
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
P_Init: Checking cmd-line parameters...
G_ParseMapInfo: Load map definitions.
S_InitData: Load sound definitions.
TEAMINFO_Init: Load team definitions.
LoadDecorations: Load external actors.
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
M_Init: Init miscellaneous info.
P_Init: Init Playloop state.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
I_InitInput
I_StartupMouse
I_StartupJoystick
I_StartupKeyboard
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce 7600 GT/PCI/SSE2/3DNOW!
GL_VERSION: 2.1.2
GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_timer_query GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render 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
Support for non power 2 textures enabled.
Occlusion query enabled.
Resolution: 1440 x 900
16 bots read from bots.cfg
E1M1 - Hangar
- ChupaReaper
- Posts: 202
- Joined: Fri Jun 15, 2007 16:35
- Location: England
- Contact:
I had similar results when starting gzdoom on my laptop for the first time -i had to disable shaders for texture warps due to no shader support, but that wont be your problem.
When I change the Texture Format under the display\opengl options everything looks like what you I have until I go on the RBGA8 format. So if you try messing about with the differnt formats, that might help...
When I change the Texture Format under the display\opengl options everything looks like what you I have until I go on the RBGA8 format. So if you try messing about with the differnt formats, that might help...
- Lucius Octavion
- Posts: 33
- Joined: Sun Mar 02, 2008 3:58
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact: