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bkc56

El on Chromebook - the night is black.

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I have a new HP x360 14c Chromebook (nice little box) upon which I have enabled the Linux (Debian) option and installed EL.  Things look fine during daylight hours, but at night pretty much everything goes black.  It's as if any ambient light is turned off.  I can sometimes see stuff during a lightening flash, or when near a light source (like a candle or a lamp).

 

I've tried turning off everything on the GFX tab, poor man, and playing with Gamma (which didn't appear to have any effect even in daylight).  Pan and zoom sometimes makes it get better or worse (totally black screen).

 

I'm not sure what else to look or try.   Any ideas?

 

 

Screenshot 2022-04-01 8.49.06 PM.png

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I see more lighting issues cropping up, of late I have a sneaking suspicion more and more drivers are dropping support for classic OpenGL. Not saying that is the case here per se, but it's a possibility. What does #glinfo report?

 

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22 minutes ago, Grum said:

What does #glinfo report?

 

It's a mess because all the CRs appeared to get lost in the chat_log.txt so the list is just one l-o-n-g line.

[2022-04-01 23:46:06] Video card: virgl
[2022-04-01 23:46:06] Vendor ID: Mesa/X.org
[2022-04-01 23:46:06] OpenGL Version: 3.1 Mesa 20.3.5
[2022-04-01 23:46:06] OpenGL Context version: OpenGL Compatibility 3.1
[2022-04-01 23:46:06] Supported extensions: GL_AMD_conservative_depth GL_AMD_draw_buffers_blend GL_AMD_multi_draw_indirect GL_AMD_shader_trinary_minmax GL_AMD_texture_texture4 GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_APPLE_packed_pixels GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_blend_equation_separate GL_ATI_draw_buffers GL_ATI_fragment_shader GL_ATI_separate_stencil GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_EXT_EGL_image_storage GL_EXT_EGL_sync GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_texture GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texture GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_multimode_draw_arrays GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_INGR_blend_func_separate GL_KHR_blend_equation_advanced GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_parallel_shader_compile GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KHR_texture_compression_astc_ldr GL_KHR_texture_compression_astc_sliced_3d GL_MESA_pack_invert GL_MESA_shader_integer_functions GL_MESA_texture_signed_rgba GL_MESA_window_pos GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_image GL_NV_depth_clamp GL_NV_fog_distance GL_NV_half_float GL_NV_light_max_exponent GL_NV_packed_depth_stencil GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_env_combine4 GL_NV_texture_rectangle GL_OES_EGL_image GL_OES_read_format GL_S3_s3tc GL_SGIS_generate_mipmap GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays

 

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Just noting the oddity in that the image seen is an indoor map, PL tavern, so its default lighting is the same regardless of time of day.

 

Besides the normal full-map lighting (0.22 of 1 which is enough to light rooms without added sources), that tavern also has its own light object in the center of the room, a quite bright one at that.
So both full-map and individual light sources are being ignored. As for the candles, it's just the particles being seen, not actual light. Fire particles also have their own attached light source, which is also not being seen here.

 

The green carpets add to the oddness though. I checked and they are not self-lit, so the reason they can be seen is light is still somehow reflecting on them.

 

 

 

(The only noticeable difference I have when using Ctrl-O > Troubleshoot tab > Use Animation Program is a slight lighting change on players. Have you tested with this on and off?)

Edited by Burn

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I mentioned that things change with pan/zoom?   In some cases, that candle DOES light up the table and immediate area.  Same with outside light sources and lightening.

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I have noticed some changed with particles as well when changing the distance to the source. Not sure that has anything to do with your problem.

 

Something that struck me in your #glinfo output was:

7 hours ago, bkc56 said:

[2022-04-01 23:46:06] Vendor ID: Mesa/X.org

[2022-04-01 23:46:06] OpenGL Version: 3.1 Mesa 20.3.5

 

Perhaps a driver issue? I don't know anything about Debian, so can't really help you find alternatives.

But I did find this link: https://www.ctrl.blog/entry/how-to-debian-newer-intel-graphics.html (old page, 2015!!)

One interesting bit on that page:

Quote

You can test that the correct driver is loaded by running “glxinfo | grep "OpenGL vendor string"”. The test command should return “Intel Open Source Technology Center”.

 

Edited by revi
The link is really outdated...sorry

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9 hours ago, Burn said:

Just noting the oddity in that the image seen is an indoor map, PL tavern, so its default lighting is the same regardless of time of day.

Thanks, I missed that.

 

You're right, that is very odd. I will have to check what the global light is doing.

9 hours ago, Burn said:

So both full-map and individual light sources are being ignored.

It's worse, it's actively turning off lighting somehow. Even in the absence of any lights, there is a default implicit ambient light value of 0.2, which the client never turns off. If that were applied, the scene would be quite dark, but not pitch black as it seems to be here.

9 hours ago, Burn said:

The green carpets add to the oddness though. I checked and they are not self-lit, so the reason they can be seen is light is still somehow reflecting on them.

Yes, that puzzles... wait.

 

@bkc65, can you try tu turn off shadows and see if that has an effect?

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52 minutes ago, Grum said:

@bkc65, can you try tu turn off shadows and see if that has an effect?

 

I have turned off every option on the GFX tab (including shadows).

I have toggled every option on the Video and Troubleshooting tabs.

 

It was suggested to try the "new water shader" but I get "Your system does not support..." so that's out.

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The new water shader only works on water anyway. But I am curious if the water outside is also black, using the old water shader.

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3 hours ago, Grum said:

But I am curious if the water outside is also black, using the old water shader.

Outside, the ground and water look normal, or perhaps just a bit darker than normal night.  It's generally only vertical things that are black:  characters, buildings, walls, rocks, critters.  The water at night even has reflections of the sky/clouds if I turn those on.  With reflections off, it's just a solid cyan color.

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Here's my 1,000 words on what it looks like outside at night.  I turned on reflections and shadows for this pic.

 

 

Screenshot 2022-04-03 8.10.14 AM.png

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Thanks. As it seems that the water is working fine, one way I can think of fixing this is by writing a shader for the entire scene. Which is something we want to do anyway, at some point, but it will be a lot of work and I was kind of putting it off.

 

One other question, you mention zooming makes a difference. Does the vertical camera angle also make a difference? Like when you rotate the camera down to a horizontal level, or even below (if that possible)?

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2 hours ago, Grum said:

Does the vertical camera angle also make a difference?

 

First, this effect only seems to happen INside.  I couldn't reproduce it outside.

 

Second, all three actions cause assets to change states (visible to black or reverse):  pan (horizontal angle), zoom, vertical angle.

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Sounds like this is a dead-end unless I can stumble upon some settings combination that helps, or until the client is modified (probably not anytime soon).   :(

 

But thanks for all the diagnostic help above.

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