[g2.1.pre-62-gfd3128a] Dynamic Light Bugs
Moderator: Graf Zahl
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Re: [g2.1.pre-62-gfd3128a] Dynamic Light Bugs
Unfortunately I cannot update my driver any further than it is now. My card is considered "legacy" even though it was released well after Windows Vista. This is the latest driver that it allows me to download for the 4850:
http://support.amd.com/en-us/download/d ... 7%20-%2064
Also I am using no 3rd party stuff - I've cleaned out my GZDoom folder of custom drivers and ICD's.
http://support.amd.com/en-us/download/d ... 7%20-%2064
Also I am using no 3rd party stuff - I've cleaned out my GZDoom folder of custom drivers and ICD's.
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Re: [g2.1.pre-62-gfd3128a] Dynamic Light Bugs
Too bad that I have no means to debug that stuff on a system with an old AMD graphics card. It's probably something really stupid but without being able to check nearly impossible to find...
Sometimes I have to wonder how AMD constantly manages to release such shitty drivers. That stuff even works on the Intel HD 4000 in my system with both the GL3 and the GL4 render path.
Sometimes I have to wonder how AMD constantly manages to release such shitty drivers. That stuff even works on the Intel HD 4000 in my system with both the GL3 and the GL4 render path.
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Re: [g2.1.pre-62-gfd3128a] Dynamic Light Bugs
*sigh* Though this might be a useless post, I'd just like to say that I too cannot update my driver any further.
As far as AMD is concerned, April 2014 is the latest version for Win XP systems (at the moment of typing). I really wish I could be of some further help.
As far as AMD is concerned, April 2014 is the latest version for Win XP systems (at the moment of typing). I really wish I could be of some further help.

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Re: [g2.1.pre-62-gfd3128a] Dynamic Light Bugs
This 'legacy' nonsense is another reason why I refuse to buy AMD hardware - aside from the general issues with their OpenGL drivers. It tends to render perfectly good hardware useless.
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Re: [g2.1.pre-62-gfd3128a] Dynamic Light Bugs
This is going to sound really stupid, but I'm not really sure how to do that. If you could let me know what to do works, I will be more than happy to test this for you.
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Re: [g2.1.pre-62-gfd3128a] Dynamic Light Bugs
I'll assume you have a shortcut leading to your gzdoom.exe.
Just right click on the shortcut, click on 'properties' and add at the end of the 'Target' field '-gl3'.
Like so:
Click 'Apply' and then 'Ok'.
Alternatively, you'd have to start command prompt and enter the following
After you start GZDoom either through the shortcut or command prompt, go see if the bug still persists.
Of course once you're done, if you did the shortcut method then you should undo the shortcut change(remove -gl3).
Just right click on the shortcut, click on 'properties' and add at the end of the 'Target' field '-gl3'.
Like so:
Code: Select all
"C:\Path\To\Your\GZDoom\gzdoom.exe" -gl3
Alternatively, you'd have to start command prompt and enter the following
Code: Select all
"C:\Path\To\Your\GZDoom\gzdoom.exe" -gl3
Of course once you're done, if you did the shortcut method then you should undo the shortcut change(remove -gl3).
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Re: [g2.1.pre-62-gfd3128a] Dynamic Light Bugs
I followed FishClockwork's instructions and I did not encounter the bug that I did earlier; the dynamic lights are now functioning.
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Re: [g2.1.pre-62-gfd3128a] Dynamic Light Bugs
Ok, that's bad news for some people stuck with older drivers. This really looks like a driver bug with AMD and if they refuse to fix it for 'legacy' drivers there's not really much I can do... 
Reminds me a bit of the fog bug that has plagued ATI's drivers in the time when shaders were more a curiosity than a usable feature.

Reminds me a bit of the fog bug that has plagued ATI's drivers in the time when shaders were more a curiosity than a usable feature.
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Re: [g2.1.pre-62-gfd3128a] Dynamic Light Bugs
Well - it worked in 1.9. What changed between 1.9 and 2.1 in the GL3 rendering path? I am aware that older rendering paths have been removed but has the GL3 one really undergone that much change?
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Re: [g2.1.pre-62-gfd3128a] Dynamic Light Bugs
The dynamic lights are a special case.
The old code worked with multiple texture passes, the new one with shaders.
Actually the shader based code is relatively old and always worked perfectly with NVidia drivers. It's just that uniform arrays, both of the direct and buffer kind seem to be broken somehow with older AMD drivers. I was somehow hoping that they got at least the buffer implementation right, but no such luck, it seems.
The texture based lighting code has been removed for GZDoom 2.x, because I thought that all recent hardware would be able to handle uniform buffers as defined by the GL spec. Seems I was mistaken. The real problem here, though, is AMD declaring this older hardware 'legacy' a bit too early and stopping support for it.
I'll be honest, though: Since this works as expected on all NVidia and Intel GL 3.x hardware and on all GL 4.x hardware, if not using Windows XP, I'm not bringing back the texture based lighting, as it'd thoroughly mess up the code.
If someone with some programming skills and an older AMD setup manages to debug this and find a workaround, I'll gladly take it - but I have no means to do any tests myself due to lack of affected hardware.
The old code worked with multiple texture passes, the new one with shaders.
Actually the shader based code is relatively old and always worked perfectly with NVidia drivers. It's just that uniform arrays, both of the direct and buffer kind seem to be broken somehow with older AMD drivers. I was somehow hoping that they got at least the buffer implementation right, but no such luck, it seems.
The texture based lighting code has been removed for GZDoom 2.x, because I thought that all recent hardware would be able to handle uniform buffers as defined by the GL spec. Seems I was mistaken. The real problem here, though, is AMD declaring this older hardware 'legacy' a bit too early and stopping support for it.
I'll be honest, though: Since this works as expected on all NVidia and Intel GL 3.x hardware and on all GL 4.x hardware, if not using Windows XP, I'm not bringing back the texture based lighting, as it'd thoroughly mess up the code.
If someone with some programming skills and an older AMD setup manages to debug this and find a workaround, I'll gladly take it - but I have no means to do any tests myself due to lack of affected hardware.
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Re: [g2.1.pre-62-gfd3128a] Dynamic Light Bugs
And looking at history, we know how (un)likely that is.Graf Zahl wrote:If someone with some programming skills and an older AMD setup manages to debug this and find a workaround, I'll gladly take it - but I have no means to do any tests myself due to lack of affected hardware.

Dean Koontz wrote:Human beings can always be relied upon to exert, with vigor, their God-given right to be stupid.
Spoiler: System Specs
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Re: [g2.1.pre-62-gfd3128a] Dynamic Light Bugs
Just tested with a new setup, same system, but different OS
New setup:
Display Drivers: WDDM 1.1 ATI Catalyst 13-4 (Beta)
Operating System: Windows 8
The result is the same.
New setup:
Display Drivers: WDDM 1.1 ATI Catalyst 13-4 (Beta)
Operating System: Windows 8
The result is the same.
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Last edited by Rachael on Mon Dec 22, 2014 15:16, edited 1 time in total.
Reason: Thought the driver was version 14-9, was not, it was 13-4, corrected, sorry
Reason: Thought the driver was version 14-9, was not, it was 13-4, corrected, sorry
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Re: [g2.1.pre-62-gfd3128a] Dynamic Light Bugs
I'm not surprised. Without the ability to debug on the affected hardware there's little chance to find out what specifically goes wrong here.
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Re: [g2.1.pre-62-gfd3128a] Dynamic Light Bugs
Thanks to Eruanna I was finally able to debug this on an affected machine. Turned out that AMD did not properly implement the glBindBufferRange function on this older driver (it should imply glBindBuffer but it clearly did not) and had already deprecated some hardware before fixing it so these cards never received a fixed version...
It seems to be corrected in more recent driver versions or the bug would have been far more widespread...
It seems to be corrected in more recent driver versions or the bug would have been far more widespread...