Comments (13)
A hack to obtain the log:
cd Flove.app
./Contents/MacOS/spring > ~/flove.log
I'm not sure it will actually save the log in flove.log but at least you'll probably be able to see the log output in the CLI and grep it for renderer.
I'd suspect this is it failing to use the nvidia gpu: i get the same on a mac which doesn't have a discrete card.
from flove.
It seems Spring used NVIDIA GPU. Also, only central structures on map are broken. Trees on the map borders and newly grown flowers are fine.
Grep results:
MacBook-Pro-Redwan:~ redwan$ grep -e "[R|r]end" flove.log
AllowDeferredMapRendering = 1
AllowDeferredModelRendering = 1
Available log sections: KeyBindings, AutohostInterface, GameServer, Net, Font, VFS, Path, CSMFGroundTextures, RoamMeshDrawer, BumpWater, DynWater, SkyBox, DecalsDrawerGL4, FarTextureHandler, Shader, Piece, Model, ModelDrawer, OBJParser, WorldObjectModelRenderer, Texture, CregSerializer, ArchiveScanner, CrashHandler, Sound, LuaSocket, GroundMoveType, UnitScript
GL renderer: NVIDIA GeForce GT 650M OpenGL Engine
[f=0000000] [Sound] Renderer: Software
[f=0000000] Switching to ROAM Mesh Rendering
[f=0000000] [LuaUI] Loading widget: Deferred rendering <gfx_deferred_rendering.lua>
[f=0000000] Removing deferred rendering widget: failed to use GLSL shader
[f=0000808] [KillRendering][1]
MacBook-Pro-Redwan:~ redwan$ grep -e "renderer" flove.log
ScreenShot:
from flove.
Flowers don't receive any shaders, so that's why they're fine.
Hypothesis: this is an issue specifically with the outline shader?
from flove.
Yup, according to log thats the problem. Most of the log file consists of failed to use GLSL shader
messages.
from flove.
The real question, is it outline, or do all shaders fail to compile?
Try modifying the archive Content/share/games/spring/games/flove.sd7
by removing files similar to LuaUI/Widgets/*outline*.lua
from said archive.
from flove.
Removed the only file gfx_outline.lua
and reconstructed the archive. Game doesn't start now, saying that it can't find flove 1.1
archive.
from flove.
Possible reasons: archive no longer having sd7 suffix, or archive being solid.
from flove.
Ah, nevermind. The outline hypothesis was stupid anyway: everything would have been affected by that.
Can you post the full log?
from flove.
From the screenshot it seems that the mushroom and treeshaders are failing: https://github.com/SpringCabal/LD34/tree/master/ModelMaterials as well as the wisp one: https://github.com/SpringCabal/LD34/blob/master/LuaRules/Gadgets/wisp_animation.lua
It may be prudent to raise this with the engine if you could provide an infolog?
from flove.
Spring engine doesn't generate any log.
no, you are looking in the wrong directories. try ~/.config/spring/
without infolog.txt its not really possible to help.
from flove.
Full log has arrived.
flove.log.txt
from flove.
tons of shader errors in the log file, i guess devs now have something to work now :-)
thanks!
from flove.
Looks like mac nvidia drivers are for some reason much more strict than both nvidia linux/windows ones as well as those for ATI!
from flove.
Related Issues (15)
- units at mushroom spawn spots should be same team as mushrooms
- [f=0000000] [LuaUI] Error: Failed to load: ui_endgame.lua (error = 2, LuaUI/Widgets/ui_endgame.lua, [string "LuaUI/Widgets/ui_endgame.lua"]:204: Failed to load util "keysym.h.lua": bad argument #1 to '?' (string expected, got nil).) HOT 1
- genericshellexplosion-small-firey-modified ceg is broken HOT 1
- add loading screen HOT 1
- can select mushrooms outside of map
- sometimes zaps spawn flowers/grass
- Field of flowers destroys FPS HOT 1
- Flowers are spawned on tree upgrade.
- big mushrooms don't seem to shoot HOT 1
- spire controller superfluous projectile issue
- textures have bleed. HOT 1
- King shroom sits at zero, needs to be elevated.
- Love passes through shield(s)
- Replace poison mushroom-shield with some poison-cloud thing
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from flove.