[Scummvm-tracker] [ScummVM :: Bugs] #11852: GRIM: Characters showing through sets with OpenGL renderer

ScummVM :: Bugs trac at scummvm.org
Thu Oct 15 22:19:30 UTC 2020


#11852: GRIM: Characters showing through sets with OpenGL renderer
----------------------------+--------------------------
  Reporter:  aquadran       |      Owner:  (none)
      Type:  defect         |     Status:  new
  Priority:  normal         |  Component:  Engine: Grim
Resolution:                 |   Keywords:
      Game:  Grim Fandango  |
----------------------------+--------------------------
Description changed by aquadran:

Old description:

> System Specs:
>
> ResidualVM Release: 0.2.1
> OS: Ubuntu GNU/Linux 14.04 LTS
> VGA compatible controller: Intel Corporation Mobile 945GM/GMS, 943/940GML
> Express Integrated Graphics Controller (rev 03)
> Renderer: OpenGL
>
> Other System Information:
> SysSpecs.txt
>
> Manny and other real-time rendered characters tend to show through pre-
> rendered sets. You can see the worst instance of this that I have
> encountered in this screenshot:
>

>
> Seems like this is more serious than I thought... I can't complete the
> Year 2 elevator puzzle. :(
>

>
> Presumably this is with the OpenGL-renderer, do you get similar results
> with the software renderer (toggle-able from the ingame menu)
>
> Additionally, would you mind trying to modify the following setting in
> .residualvmrc (under your grim-fandango entry):
> use_arb_shaders=false
>
> (If it happens to be false already, try with true).
>
> Uh... I don't have a use_arb_shaders setting...
>
> Anyway, the elevator puzzle works with software rendering, although it
> would be nice if the OpenGL renderer worked, since the software one makes
> the CPU work much harder than the former. But then, slow CPU's are not
> much of a problem if you're one of the 6,999,999 people who has a
> computer that was made less than ten years ago. ;) Then again, the OpenGL
> renderer is the default one, and most people like software that "just
> works". And of course we don't want people who have a working copy of
> Grim Fandango to have to throw it out, and spend money on the remastered
> game just because it didn't "just work", now do we?
>
> Alright, I did that, and here's an image with a side-by-side comparison
> of the two use_arb_shaders variables taken at the Casino Calavera:
>
> Sorry, guys, I was rather mixed up when I closed this issue; I somehow
> got it in my head that that the settings I was using at the time I closed
> this were the defaults, other people using the defaults wouldn't be
> affected, and that someone else who wasn't using the defaults would
> eventually come along and fix this. WRONG! WRONG! WRONG! Anyway, those
> last two comparison screenshots were taken using the software renderer,
> and it doesn't make any difference whether use_arb_shaders=true or false
> in either rendering mode, so it still doesn't work with OpenGL rendering.
> In short, this is still a problem for people who just stick with the
> defaults.
>
> https://github.com/residualvm/residualvm/issues/1254

New description:

 System Specs:

 ResidualVM Release: 0.2.1
 OS: Ubuntu GNU/Linux 14.04 LTS
 VGA compatible controller: Intel Corporation Mobile 945GM/GMS, 943/940GML
 Express Integrated Graphics Controller (rev 03)
 Renderer: OpenGL

 Other System Information:
 SysSpecs.txt

 Manny and other real-time rendered characters tend to show through pre-
 rendered sets. You can see the worst instance of this that I have
 encountered in this screenshot:

 [[Image(df2427ca-36c8-11e6-8533-6128b909085e.png)]]

 Seems like this is more serious than I thought... I can't complete the
 Year 2 elevator puzzle. :(

 [[Image(3e7ad088-36de-11e6-8c72-87b6ff0e3753.png)]]


 Presumably this is with the OpenGL-renderer, do you get similar results
 with the software renderer (toggle-able from the ingame menu)

 Additionally, would you mind trying to modify the following setting in
 .residualvmrc (under your grim-fandango entry):
 use_arb_shaders=false

 (If it happens to be false already, try with true).

 Uh... I don't have a use_arb_shaders setting...

 Anyway, the elevator puzzle works with software rendering, although it
 would be nice if the OpenGL renderer worked, since the software one makes
 the CPU work much harder than the former. But then, slow CPU's are not
 much of a problem if you're one of the 6,999,999 people who has a computer
 that was made less than ten years ago. ;) Then again, the OpenGL renderer
 is the default one, and most people like software that "just works". And
 of course we don't want people who have a working copy of Grim Fandango to
 have to throw it out, and spend money on the remastered game just because
 it didn't "just work", now do we?

 Alright, I did that, and here's an image with a side-by-side comparison of
 the two use_arb_shaders variables taken at the Casino Calavera:

 [[Image(fd9354ea-379c-11e6-928f-896a02e61b95.png)]]

 Sorry, guys, I was rather mixed up when I closed this issue; I somehow got
 it in my head that that the settings I was using at the time I closed this
 were the defaults, other people using the defaults wouldn't be affected,
 and that someone else who wasn't using the defaults would eventually come
 along and fix this. WRONG! WRONG! WRONG! Anyway, those last two comparison
 screenshots were taken using the software renderer, and it doesn't make
 any difference whether use_arb_shaders=true or false in either rendering
 mode, so it still doesn't work with OpenGL rendering. In short, this is
 still a problem for people who just stick with the defaults.

 https://github.com/residualvm/residualvm/issues/1254

--
-- 
Ticket URL: <https://bugs.scummvm.org/ticket/11852#comment:1>
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