bkc56 Report post Posted April 2, 2022 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? Quote Share this post Link to post Share on other sites
Grum Report post Posted April 2, 2022 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? Quote Share this post Link to post Share on other sites
bkc56 Report post Posted April 2, 2022 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 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Burn Report post Posted April 2, 2022 (edited) 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 April 2, 2022 by Burn Quote Share this post Link to post Share on other sites
bkc56 Report post Posted April 2, 2022 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. Quote Share this post Link to post Share on other sites
revi Report post Posted April 2, 2022 (edited) 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 April 2, 2022 by revi The link is really outdated...sorry Quote Share this post Link to post Share on other sites
Grum Report post Posted April 2, 2022 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? Quote Share this post Link to post Share on other sites
bkc56 Report post Posted April 2, 2022 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. Quote Share this post Link to post Share on other sites
Grum Report post Posted April 3, 2022 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. Quote Share this post Link to post Share on other sites
bkc56 Report post Posted April 3, 2022 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. Quote Share this post Link to post Share on other sites
bkc56 Report post Posted April 3, 2022 Here's my 1,000 words on what it looks like outside at night. I turned on reflections and shadows for this pic. Quote Share this post Link to post Share on other sites
Grum Report post Posted April 3, 2022 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)? Quote Share this post Link to post Share on other sites
bkc56 Report post Posted April 3, 2022 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. Quote Share this post Link to post Share on other sites
bkc56 Report post Posted April 7, 2022 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. Quote Share this post Link to post Share on other sites