![]() So my apologies, but this will all just be text.) (I tried to take screenshots, but unfortunately when I'm using OpenGL(Hardware) any screenshots I take simply end up being entirely black. However, since it was stated that OpenGL(Hardware), specifically with the Hardware Depth setting, is useful for fixing depth related issues and I had some free time lately I decided to hop in and mess around with it a bit more to see if I could get any kind of results. and since it says it will be slow, and that seperate shader objects aren't supported, I generally ignored it in favor of using Directx11 which usually runs well for me. OpenGL renderer is slow on AMD GPU due to inefficient driver. INFO: GL_ARB_texture_barrier is available ![]() INFO: GL_ARB_direct_state_access is available INFO: GL_ARB_shader_image_load_store is available INFO: GL_ARB_separate_shader_objects is NOT SUPPORTED INFO: GL_ARB_draw_buffers_blend is available INFO: GL_EXT_texture_filter_anisotropic is available Note the extension was fixed on Mesa 11.1, you will need a manual overwrite to use it "Buggy driver detected, GL_ARB_separate_shader_objects will be disabled I had never really messed around too much with OpenGL mode because I have an AMD GPU and I always see this error message in the log. Just incase this is one of those odd instances where the region / version of the game applies in some fashion. I actually had some progress even.įirstly, in my initial posting I forgot to mention that the specific version of the game I was testing this all on is the NTSC-U region release of Grownlanser Heritage of War. I hope its possible that this issue can be fixed.įigured I'd post again with an another update. If any further information is required feel free to let me know. Also tested the game while using a freshly installed default build of both the latest stable and the latest beta build set to maximum accuracy to verify whether or not it could be tied to something like a speedhack or altered setting. I tried messing around with the various hack options available to see if anything could be done to help alleviate the depth issues, but there were no visible changes of any kind. When doing research on this issue I only found a few brief postings from about 2012 and the only potential solutions mentioned were to run it in software if it performs well enough or to wait for Directx10 to be added as it was believed that it would be capable of addressing the layering issue. Unfortunately the performance in software mode varies too drastically for me to test much. I wasn't able to check any further to see if software mode is always correct or if it to ever has issues. ![]() In software mode the layer is working correctly with the player model being draw ontop of the background image but behind the foreground images of the barrel and tree. In the screenshot below you can see that the player characters model is visible overtop of the barrel and tree which he should be standing behind. When using hardware mode 3D models are ALWAYS shown above any 2D images that make up the background or foreground. In the game "Growlanser - Heritage of War" there seems to be an issue involving the depth that models are rendered at in comparison to the background and foreground of a scene. Didn't see this posted anywhere on the Github issue tracker so I figured I'd put it up here.
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