Created attachment 74499 [details] Trine2 screen with wrong colors * mesa from git * xf86-video-ati-7.0.0 * radeon HD6870 Trine2 game colors are wrong when running fullscreen, not windowed. Here is the start of an apitrace output (it fail with an error): [lordh@archMain Trine 2]$ apitrace dump trine2_linux_32bit.trace 6 glXChooseVisual(dpy = 0xcfdcfb8, screen = 0, attribList = {GLX_RGBA, GLX_RED_SIZE, GLX_LEVEL, GLX_GREEN_SIZE, GLX_LEVEL, GLX_BLUE_SIZE, GLX_BUFFER_SIZE, GLX_DOUBLEBUFFER, GLX_DEPTH_SIZE, GLX_ACCUM_BLUE_SIZE, 0}) = &{visual = 0xcfe8b28, visualid = 557, screen = 0, depth = 24, c_class = 4, red_mask = 16711680, green_mask = 65280, blue_mask = 255, colormap_size = 256, bits_per_rgb = 8} 7 glXCreateContext(dpy = 0xcfdcfb8, vis = &{visual = 0xcfe8b28, visualid = 557, screen = 0, depth = 24, c_class = 4, red_mask = 16711680, green_mask = 65280, blue_mask = 255, colormap_size = 256, bits_per_rgb = 8}, shareList = NULL, direct = True) = 0xcfd3240 8 glXMakeCurrent(dpy = 0xcfdcfb8, drawable = 98566146, ctx = 0xcfd3240) = True 14 glXMakeCurrent(dpy = 0xcfdcfb8, drawable = 0, ctx = NULL) = True 15 glXDestroyContext(dpy = 0xcfdcfb8, ctx = 0xcfd3240) 16 glXChooseVisual(dpy = 0xcfdcfb8, screen = 0, attribList = {GLX_RGBA, GLX_RED_SIZE, GLX_LEVEL, GLX_GREEN_SIZE, GLX_LEVEL, GLX_BLUE_SIZE, GLX_BUFFER_SIZE, GLX_DOUBLEBUFFER, GLX_DEPTH_SIZE, GLX_ACCUM_BLUE_SIZE, 0}) = &{visual = 0xcfe8b28, visualid = 557, screen = 0, depth = 24, c_class = 4, red_mask = 16711680, green_mask = 65280, blue_mask = 255, colormap_size = 256, bits_per_rgb = 8} 17 glXCreateContext(dpy = 0xcfdcfb8, vis = &{visual = 0xcfe8b28, visualid = 557, screen = 0, depth = 24, c_class = 4, red_mask = 16711680, green_mask = 65280, blue_mask = 255, colormap_size = 256, bits_per_rgb = 8}, shareList = NULL, direct = True) = 0xd025658 18 glXMakeCurrent(dpy = 0xcfdcfb8, drawable = 98566149, ctx = 0xd025658) = True 21 glXMakeCurrent(dpy = 0xcfdcfb8, drawable = 0, ctx = NULL) = True 22 glXDestroyContext(dpy = 0xcfdcfb8, ctx = 0xd025658) 29 glXChooseVisual(dpy = 0xcfdcfb8, screen = 0, attribList = {GLX_RGBA, GLX_RED_SIZE, GLX_RED_SIZE, GLX_GREEN_SIZE, GLX_RED_SIZE, GLX_BLUE_SIZE, GLX_RED_SIZE, GLX_DOUBLEBUFFER, GLX_DEPTH_SIZE, 24, GLX_STENCIL_SIZE, GLX_RED_SIZE, 0}) = &{visual = 0xcfe8be8, visualid = 563, screen = 0, depth = 24, c_class = 4, red_mask = 16711680, green_mask = 65280, blue_mask = 255, colormap_size = 256, bits_per_rgb = 8} 30 glXCreateContext(dpy = 0xcfdcfb8, vis = &{visual = 0xcfe8be8, visualid = 563, screen = 0, depth = 24, c_class = 4, red_mask = 16711680, green_mask = 65280, blue_mask = 255, colormap_size = 256, bits_per_rgb = 8}, shareList = NULL, direct = True) = 0xd000248 31 glXMakeCurrent(dpy = 0xcfdcfb8, drawable = 98566152, ctx = 0xd000248) = True 37 glXMakeCurrent(dpy = 0xcfdcfb8, drawable = 0, ctx = NULL) = True 38 glXDestroyContext(dpy = 0xcfdcfb8, ctx = 0xd000248) 39 glXChooseVisual(dpy = 0xcfdcfb8, screen = 0, attribList = {GLX_RGBA, GLX_RED_SIZE, GLX_RED_SIZE, GLX_GREEN_SIZE, GLX_RED_SIZE, GLX_BLUE_SIZE, GLX_RED_SIZE, GLX_DOUBLEBUFFER, GLX_DEPTH_SIZE, 24, GLX_STENCIL_SIZE, GLX_RED_SIZE, 0}) = &{visual = 0xcfe8be8, visualid = 563, screen = 0, depth = 24, c_class = 4, red_mask = 16711680, green_mask = 65280, blue_mask = 255, colormap_size = 256, bits_per_rgb = 8} error: unknown event 4
Created attachment 74500 [details] trine2 with correct rendering (windowed)
Tracing the game windows gives a working trace: 6 glXChooseVisual(dpy = 0xc4d0010, screen = 0, attribList = {GLX_RGBA, GLX_RED_SIZE, GLX_LEVEL, GLX_GREEN_SIZE, GLX_LEVEL, GLX_BLUE_SIZE, GLX_BUFFER_SIZE, GLX_DOUBLEBUFFER, GLX_DEPTH_SIZE, GLX_ACCUM_BLUE_SIZE, 0}) = &{visual = 0xc4dbb80, visualid = 557, screen = 0, depth = 24, c_class = 4, red_mask = 16711680, green_mask = 65280, blue_mask = 255, colormap_size = 256, bits_per_rgb = 8} 7 glXCreateContext(dpy = 0xc4d0010, vis = &{visual = 0xc4dbb80, visualid = 557, screen = 0, depth = 24, c_class = 4, red_mask = 16711680, green_mask = 65280, blue_mask = 255, colormap_size = 256, bits_per_rgb = 8}, shareList = NULL, direct = True) = 0xc4e8bc0 8 glXMakeCurrent(dpy = 0xc4d0010, drawable = 23068674, ctx = 0xc4e8bc0) = True 14 glXMakeCurrent(dpy = 0xc4d0010, drawable = 0, ctx = NULL) = True 15 glXDestroyContext(dpy = 0xc4d0010, ctx = 0xc4e8bc0) 16 glXChooseVisual(dpy = 0xc4d0010, screen = 0, attribList = {GLX_RGBA, GLX_RED_SIZE, GLX_LEVEL, GLX_GREEN_SIZE, GLX_LEVEL, GLX_BLUE_SIZE, GLX_BUFFER_SIZE, GLX_DOUBLEBUFFER, GLX_DEPTH_SIZE, GLX_ACCUM_BLUE_SIZE, 0}) = &{visual = 0xc4dbb80, visualid = 557, screen = 0, depth = 24, c_class = 4, red_mask = 16711680, green_mask = 65280, blue_mask = 255, colormap_size = 256, bits_per_rgb = 8} 17 glXCreateContext(dpy = 0xc4d0010, vis = &{visual = 0xc4dbb80, visualid = 557, screen = 0, depth = 24, c_class = 4, red_mask = 16711680, green_mask = 65280, blue_mask = 255, colormap_size = 256, bits_per_rgb = 8}, shareList = NULL, direct = True) = 0xc518380 18 glXMakeCurrent(dpy = 0xc4d0010, drawable = 23068677, ctx = 0xc518380) = True 21 glXMakeCurrent(dpy = 0xc4d0010, drawable = 0, ctx = NULL) = True 22 glXDestroyContext(dpy = 0xc4d0010, ctx = 0xc518380) 29 glXChooseVisual(dpy = 0xc4d0010, screen = 0, attribList = {GLX_RGBA, GLX_RED_SIZE, GLX_RED_SIZE, GLX_GREEN_SIZE, GLX_RED_SIZE, GLX_BLUE_SIZE, GLX_RED_SIZE, GLX_DOUBLEBUFFER, GLX_DEPTH_SIZE, 24, GLX_STENCIL_SIZE, GLX_RED_SIZE, 0}) = &{visual = 0xc4dbc40, visualid = 563, screen = 0, depth = 24, c_class = 4, red_mask = 16711680, green_mask = 65280, blue_mask = 255, colormap_size = 256, bits_per_rgb = 8} 30 glXCreateContext(dpy = 0xc4d0010, vis = &{visual = 0xc4dbc40, visualid = 563, screen = 0, depth = 24, c_class = 4, red_mask = 16711680, green_mask = 65280, blue_mask = 255, colormap_size = 256, bits_per_rgb = 8}, shareList = NULL, direct = True) = 0xc4c6d00 31 glXMakeCurrent(dpy = 0xc4d0010, drawable = 23068680, ctx = 0xc4c6d00) = True 37 glXMakeCurrent(dpy = 0xc4d0010, drawable = 0, ctx = NULL) = True 38 glXDestroyContext(dpy = 0xc4d0010, ctx = 0xc4c6d00) 39 glXChooseVisual(dpy = 0xc4d0010, screen = 0, attribList = {GLX_RGBA, GLX_RED_SIZE, GLX_RED_SIZE, GLX_GREEN_SIZE, GLX_RED_SIZE, GLX_BLUE_SIZE, GLX_RED_SIZE, GLX_DOUBLEBUFFER, GLX_DEPTH_SIZE, 24, GLX_STENCIL_SIZE, GLX_RED_SIZE, 0}) = &{visual = 0xc4dbc40, visualid = 563, screen = 0, depth = 24, c_class = 4, red_mask = 16711680, green_mask = 65280, blue_mask = 255, colormap_size = 256, bits_per_rgb = 8} 40 glXCreateContext(dpy = 0xc4d0010, vis = &{visual = 0xc4dbc40, visualid = 563, screen = 0, depth = 24, c_class = 4, red_mask = 16711680, green_mask = 65280, blue_mask = 255, colormap_size = 256, bits_per_rgb = 8}, shareList = NULL, direct = True) = 0xc4fda30 41 glXMakeCurrent(dpy = 0xc4d0010, drawable = 23068683, ctx = 0xc4fda30) = True ........ and so on......
I can confirm I have the same issue. Works in windowed, colors wrong in fullscreen, and some objects fail to render completely during gameplay. Radeon HD 6550D Mesa 9.1 xf86-video-ati 7.1.0
It seem now fixed with: 3.1 (Core Profile) Mesa 9.2.0 (git-c4bea00) So, closing
Running with mesa as of c4150123aa9c2a71a62fed800d7c4424e9b948f2 I do not see this fixed. The problems in the main menu, as shows in the screenshots already attached, remain. I'll attach images of gameplay as well, as the effect is shown more clearly there.
Created attachment 78860 [details] Trine 2 in fullscreen, heavy miss rendering.
Created attachment 78861 [details] Trine 2 in fullscreen, heavy miss rendering.
Created attachment 78862 [details] Trine 2 windowed. Proper rendering.
Is it still an issue?
I tested on the current git version today, and this is no longer an issue. :)
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