From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 92059] Missing textures and geometry in "Middle-earth: Shadow
of Mordor"
Date: Mon, 21 Sep 2015 15:33:57 +0000
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https://bugs.freedesktop.org/show_bug.cgi?id=3D92059
--- Comment #4 from Kai ---
(In reply to Kenneth Graunke from comment #3)
> It looks pretty much the same on i965/broadwell as well. FWIW, I've
> overheard that the game requires tessellation shaders for terrain and
> character rendering, and if your driver doesn't support them, the game
> simply skips the associated drawing.
Nice... shouldn't the game check the features and then either fall back to =
some
legacy code path or refuse to run with a sensible error message? Ah well.
Also I find this a bit curious, since there *is* a checkbox in the graphics
menu, letting me toggle tessellation.
> But on radeonsi, you should have tessellation, so maybe there's something
> else going on...
Yes, I do have working tessellation =E2=80=93 at least it works with Unigin=
e Heaven for
example. Of course tessellation is only supported in Core Contexts, maybe t=
he
game fails miserably there and creates a Compatibility Context? (Btw, since=
I'm
seeing many games/porters getting context creation wrong, I was wondering w=
hat
Mac OS X hands out on default? AFAIK they only support higher OpenGL feature
levels in a Core Context as well. But there the games most of the times see=
m to
work, from what I'm hearing. This leads to me wondering whether Apple just
defaults to Core Contexts and whether Mesa might want to do the same then, =
if
true.)
Is there a way I can force a core context through some environment variable?
--=20
You are receiving this mail because:
You are the assignee for the bug.
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Date: Mon, 21 Sep 2015 15:33:57 +0000
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Comment=
# 4
on bug 92059<=
/a>
from Kai
(In reply to Kenneth Graunke from comment #3)
> It looks pretty much the same on i965/broadwell =
as well. FWIW, I've
> overheard that the game requires tessellation shaders for terrain and
> character rendering, and if your driver doesn't support them, the game
> simply skips the associated drawing.
Nice... shouldn't the game check the features and then either fall back to =
some
legacy code path or refuse to run with a sensible error message? Ah well.
Also I find this a bit curious, since there *is* a checkbox in the graphics
menu, letting me toggle tessellation.
> But on radeonsi, you should have tessellation, s=
o maybe there's something
> else going on...
Yes, I do have working tessellation =E2=80=93 at least it works with Unigin=
e Heaven for
example. Of course tessellation is only supported in Core Contexts, maybe t=
he
game fails miserably there and creates a Compatibility Context? (Btw, since=
I'm
seeing many games/porters getting context creation wrong, I was wondering w=
hat
Mac OS X hands out on default? AFAIK they only support higher OpenGL feature
levels in a Core Context as well. But there the games most of the times see=
m to
work, from what I'm hearing. This leads to me wondering whether Apple just
defaults to Core Contexts and whether Mesa might want to do the same then, =
if
true.)
Is there a way I can force a core context through some environment variable=
?
You are receiving this mail because:
=20=20=20=20=20=20
- You are the assignee for the bug.
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