Re: missing shadows with Intel HD 4000
Gilles Baatz <[email protected]>
| Newsgroups | gmane.comp.video.mesa3d.user |
|---|---|
| Message-ID | <[email protected]> |
On 03/29/2013 04:34 PM, Brian Paul wrote: > On 03/29/2013 06:18 AM, Gilles Baatz wrote: >> Hi, >> >> I want to play a Game (Kerbal Space Program) under Xubuntu 12.10 with >> my Intel HD 4000 using the i915 driver. >> Unfortunately the shadows are missing in the game. In the log of the >> game it is stated: >> >> OpenGL: >> Version: OpenGL 3.0 [3.0 Mesa 9.2-devel] >> Renderer: Mesa DRI Intel(R) Ivybridge Mobile x86/MMX/SSE2 >> Vendor: Intel Open Source Technology Center >> VRAM: 256 MB >> Extensions: GL_ARB_multisample GL_EXT_abgr GL_EXT_bgra >> GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract >> GL_EXT_copy_texture GL_EXT_polygon_offset GL_EXT_subtexture >> GL_EXT_texture_object GL_EXT_vertex_array GL_EXT_compiled_vertex_array >> GL_EXT_texture GL_EXT_texture3D GL_IBM_rasterpos_clip >> GL_ARB_point_parameters GL_EXT_draw_range_elements >> GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal >> GL_EXT_separate_specular_color GL_EXT_texture_edge_clamp >> GL_SGIS_generate_mipmap GL_SGIS_texture_border_clamp >> GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_ARB_framebuffer_sRGB >> GL_ARB_multitexture GL_EXT_framebuffer_sRGB >> GL_IBM_multimode_draw_arrays GL_IBM_texture_mirrored_repeat >> GL_3DFX_texture_compression_FXT1 GL_ARB_texture_cube_map >> GL_ARB_texture_env_add GL_ARB_transpose_matrix >> GL_EXT_blend_func_separate GL_EXT_fog_coord GL_EXT_multi_draw_arrays >> GL_EXT_secondary_color GL_EXT_texture_env_add >> GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias >> GL_INGR_blend_func_separate GL_NV_blend_square >> GL_NV_light_max_exponent GL_NV_texgen_reflection >> GL_NV_texture_env_combine4 GL_S3_s3tc GL_SUN_multi_draw_arrays >> GL_ARB_texture_border_clamp GL_ARB_texture_compression >> GL_EXT_framebuffer_object GL_EXT_texture_compression_s3tc >> GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_MESA_window_pos >> GL_NV_packed_depth_stencil GL_NV_texture_rectangle >> GL_ARB_depth_texture GL_ARB_occlusion_query GL_ARB_shadow >> GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar >> GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat >> GL_ARB_window_pos GL_ATI_envmap_bumpmap GL_EXT_stencil_two_side >> GL_EXT_texture_cube_map GL_NV_depth_clamp GL_APPLE_packed_pixels >> GL_APPLE_vertex_array_object GL_ARB_draw_buffers >> GL_ARB_fragment_program GL_ARB_fragment_shader GL_ARB_shader_objects >> GL_ARB_vertex_program GL_ARB_vertex_shader GL_ATI_draw_buffers >> GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_EXT_shadow_funcs >> GL_EXT_stencil_wrap GL_MESA_pack_invert GL_MESA_ycbcr_texture >> GL_NV_primitive_restart GL_ARB_depth_clamp >> GL_ARB_fragment_program_shadow GL_ARB_half_float_pixel >> GL_ARB_occlusion_query2 GL_ARB_point_sprite >> GL_ARB_shading_language_100 GL_ARB_sync >> GL_ARB_texture_non_power_of_two GL_ARB_vertex_buffer_object >> GL_ATI_blend_equation_separate GL_EXT_blend_equation_separate >> GL_OES_read_format GL_ARB_color_buffer_float >> GL_ARB_pixel_buffer_object GL_ARB_texture_compression_rgtc >> GL_ARB_texture_float GL_ARB_texture_rectangle GL_EXT_packed_float >> GL_EXT_pixel_buffer_object GL_EXT_texture_compression_dxt1 >> GL_EXT_texture_compression_rgtc GL_EXT_texture_rectangle >> GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent >> GL_ARB_framebuffer_object GL_EXT_framebuffer_blit >> GL_EXT_framebuffer_multisample GL_EXT_packed_depth_stencil >> GL_APPLE_object_purgeable GL_ARB_vertex_array_object >> GL_ATI_separate_stencil GL_EXT_draw_buffers2 GL_EXT_draw_instanced >> GL_EXT_gpu_program_parameters GL_EXT_texture_array >> GL_EXT_texture_integer GL_EXT_texture_sRGB_decode GL_EXT_timer_query >> GL_OES_EGL_image GL_MESA_texture_array GL_ARB_copy_buffer >> GL_ARB_depth_buffer_float GL_ARB_draw_instanced >> GL_ARB_half_float_vertex GL_ARB_instanced_arrays >> GL_ARB_map_buffer_range GL_ARB_texture_rg GL_ARB_texture_swizzle >> GL_ARB_vertex_array_bgra GL_EXT_separate_shader_objects >> GL_EXT_texture_swizzle GL_EXT_vertex_array_bgra >> GL_NV_conditional_render GL_AMD_draw_buffers_blend >> GL_ARB_ES2_compatibility GL_ARB_blend_func_extended >> GL_ARB_debug_output GL_ARB_draw_buffers_blend >> GL_ARB_draw_elements_base_vertex GL_ARB_explicit_attrib_location >> GL_ARB_fragment_coord_conventions GL_ARB_provoking_vertex >> GL_ARB_sampler_objects GL_ARB_seamless_cube_map >> GL_ARB_shader_texture_lod GL_ARB_texture_cube_map_array >> GL_ARB_texture_rgb10_a2ui GL_ARB_uniform_buffer_object >> GL_ARB_vertex_type_2_10_10_10_rev GL_EXT_provoking_vertex >> GL_EXT_texture_snorm GL_MESA_texture_signed_rgba >> GL_ARB_get_program_binary GL_ARB_robustness GL_ARB_shader_bit_encoding >> GL_ARB_timer_query GL_ANGLE_texture_compression_dxt3 >> GL_ANGLE_texture_compression_dxt5 GL_ARB_internalformat_query >> GL_ARB_shading_language_packing GL_ARB_texture_storage >> GL_EXT_transform_feedback GL_ARB_ES3_compatibility >> GL_ARB_invalidate_subdata >> GLX Extensions: GLX_ARB_create_context GLX_ARB_create_context_profile >> GLX_ARB_get_proc_address GLX_ARB_multisample GLX_EXT_import_context >> GLX_EXT_visual_info GLX_EXT_visual_rating >> GLX_EXT_create_context_es2_profile GLX_MESA_copy_sub_buffer >> GLX_MESA_multithread_makecurrent GLX_MESA_swap_control >> GLX_OML_swap_method GLX_OML_sync_control GLX_SGI_make_current_read >> GLX_SGI_swap_control GLX_SGI_video_sync GLX_SGIS_multisample >> GLX_SGIX_fbconfig GLX_SGIX_pbuffer GLX_SGIX_visual_select_group >> GLX_EXT_texture_from_pixmap GLX_INTEL_swap_event >> Setting maxVSyncInterval to 4 >> GL: disabling shadows on Intel 9xx (buggy) >> >> >> The last line obviously explains what's going on: GL: disabling >> shadows on Intel 9xx (buggy) > > My guess is that's coming from the game, not the driver. They may > have tested an earlier version of the driver and found the bug but it > might be fixed by now. > > >> Therefor I tried different Mesa 9 versions (and updated the Kernel >> etc...) but with no result. >> >> I also googled for "GL: disabling shadows on Intel 9xx (buggy)", but >> the results are very modest. >> >> So my questions is, what is the status with this bug? Will it be >> resolved soon or is there already a workaround? >> >> I am also wondering, that I found nearly nothing, when I looked for >> the line above. I mean the HD 4000 should be common and shadows in >> games are quite common too. >> >> (I hope this is the right place for this topic.) > > You might want to file a Mesa bug for this. Otherwise, contact the > game developer to see why shadows are getting disabled. Maybe they > need to test with a newer version of the driver and remove the shadow > restriction. > > -Brian Thanks. I wrote in their forum (http://forum.kerbalspaceprogram.com/showthread.php/47235-Shadows-on-linux) but I am still waiting for a reply. If they neither do not know what's going on, I will report it as Mesa bug. - Gilles