When running the game under Windows (8.1) all unit models in game are fully invisible, unless they are using a special shading such as translucent buildings. Some elements of buildings, such as ground plates from fusions etc. might also display, as well as shadows if i recall correctly. Wreckage is also invisible, but flying debris from explosions, effects, ui elements and such are all visible.
If i read the infolog correctly the main problem appears to be that a couple of shaders refuse to compile for what i understand are implicit type conversions when passing arguments between shaders, which apparently is a thing with very old ATI hardware/drivers, according to AI.
Is this correct? Note that when running under Linux on the same hardware, i dont have this problem, so it seems to be clearly connected to the driver.
I would try to fix this on my side by getting different drivers but afaik there are only the official ones at this point, and i have the newest version installed.
infolog_full.txt
[t=00:00:56.166303][f=-000001] Custom Unit Shaders. unit_forward shader compilation failed
[t=00:00:56.169229][f=-000001] LuaShader: [CUS_unit_shadow] shader error(s):
Vertex shader failed to compile with the following errors:
WARNING: 0:11: warning(#62) enable/warn/disable extension is not found. Extension "GL_ARB_conservative_depth" is not supported
ERROR: 1:211: error(#247) Function return does not match type
ERROR: error(#273) 1 compilation errors. No code generated
When running the game under Windows (8.1) all unit models in game are fully invisible, unless they are using a special shading such as translucent buildings. Some elements of buildings, such as ground plates from fusions etc. might also display, as well as shadows if i recall correctly. Wreckage is also invisible, but flying debris from explosions, effects, ui elements and such are all visible.
If i read the infolog correctly the main problem appears to be that a couple of shaders refuse to compile for what i understand are implicit type conversions when passing arguments between shaders, which apparently is a thing with very old ATI hardware/drivers, according to AI.
Is this correct? Note that when running under Linux on the same hardware, i dont have this problem, so it seems to be clearly connected to the driver.
I would try to fix this on my side by getting different drivers but afaik there are only the official ones at this point, and i have the newest version installed.
infolog_full.txt