UI Overlay is too big (running scripts, edit, help, etc)


#1

Can’t see the bottoms or tops of the windows…
And… pink in the background?


#2

Ok just noticed there’s a resize tab on the bottom right hand corner… Couldn’t see it until I grabbed the edges of the window and moved it up.

This could be less confusing if the window opened a little smaller based on the measurement of the window size.


#3

What screen resolution are you using ?


#4

1366x768, but that shouldn’t make any difference… an overlay window should be reactive to screen size.


#5

what graphics card + drivers are you using?


#6

Intel HD4400 with latest drivers… Users in these forums have gotten them to work in win 7 with old drivers but they no longer work for some reason (and old drivers arent usable in win 10 apparently). Can only see overlays but no entities… just stars.


#7

If you open your log (Make sure Developer Settings is checked then Developer --> Logs) do you see any error messages (especially related to openGL)? I’ve seen those pink bars before in some previous bugs. Any info might help us clear it up, thanks!


#8

The pink probably indicates an OpenGL version less than the minimum “needed” by Interface (i.e., < 4.10).

The OpenGL version is reported in program log, e.g., for me: "GL Version: “4.5.0 NVIDIA 368.69"”

Though interestingly, I also have a program log entry: “Using OpenGL 4.1 backend”, which may be a bug.


#9

I am using opengl 4.3.

[07/27 02:38:07] [DEBUG] GL Version: “4.3.0 - Build 20.19.15.4463”
[07/27 02:38:07] [DEBUG] GL Shader Language Version: “4.30 - Build 20.19.15.4463”
[07/27 02:38:07] [DEBUG] GL Vendor: “Intel”
[07/27 02:38:07] [DEBUG] GL Renderer: “Intel® HD Graphics 4400”
[07/27 02:38:07] [DEBUG] GL Version: “4.3.0 - Build 20.19.15.4463”
[07/27 02:38:07] [DEBUG] GL Shader Language Version: “4.30 - Build 20.19.15.4463”
[07/27 02:38:07] [DEBUG] GL Vendor: “Intel”
[07/27 02:38:07] [DEBUG] GL Renderer: “Intel® HD Graphics 4400”
[07/27 02:38:07] [DEBUG] Created Display Window.
[07/27 02:38:07] [DEBUG] GL Version: “4.3.0 - Build 20.19.15.4463”
[07/27 02:38:07] [DEBUG] GL Shader Language Version: “4.30 - Build 20.19.15.4463”
[07/27 02:38:07] [DEBUG] GL Vendor: “Intel”
[07/27 02:38:07] [DEBUG] GL Renderer: “Intel® HD Graphics 4400”
[07/27 02:38:07] [DEBUG] GPU:
[07/27 02:38:07] [DEBUG] card: “Intel® HD Graphics Family”
[07/27 02:38:07] [DEBUG] driver: “20.19.15.4463”
[07/27 02:38:07] [DEBUG] dedicated memory: 1024 MB
[07/27 02:38:07] [DEBUG] QOpenGLDebugMessage(“APISource”, 1280, “Error has been generated. GL error GL_INVALID_ENUM in (null): (ID: 173538523) Generic error”, “HighSeverity”, “ErrorType”)
[07/27 02:38:07] [DEBUG] Status: Using GLEW 1.13.0
[07/27 02:38:07] [DEBUG]
[07/27 02:38:07] [DEBUG] V-Sync is ON
[07/27 02:38:07] [DEBUG]
[07/27 02:38:07] [DEBUG] Using OpenGL 4.1 backend
[07/27 02:38:07] [DEBUG] GL Version: “4.3.0 - Build 20.19.15.4463”
[07/27 02:38:07] [DEBUG] GL Shader Language Version: “4.30 - Build 20.19.15.4463”
[07/27 02:38:07] [DEBUG] GL Vendor: “Intel”
[07/27 02:38:07] [DEBUG] GL Renderer: “Intel® HD Graphics 4400”
[07/27 02:38:07] [DEBUG] Initialized Display.

[07/27 02:38:09] [DEBUG] Engine configuration file QUrl(“c:/Program Files/High Fidelity/resources/config/render.json”) loaded
[07/27 02:38:09] [DEBUG] Building QML surface
[07/27 02:38:09] [DEBUG] Building QML Renderer
[07/27 02:38:09] [DEBUG] Starting QML Renderer thread
[07/27 02:38:09] [DEBUG] Initializing QML Renderer
[07/27 02:38:09] [DEBUG] GL Version: “4.3.0 - Build 20.19.15.4463”
[07/27 02:38:09] [DEBUG] GL Shader Language Version: “4.30 - Build 20.19.15.4463”
[07/27 02:38:09] [DEBUG] GL Vendor: “Intel”
[07/27 02:38:09] [DEBUG] GL Renderer: “Intel® HD Graphics 4400”
[07/27 02:38:09] [WARNING] QObject: Cannot create children for a parent that is in a different thread.
[07/27 02:38:09] [WARNING] (Parent is QObject(0x214a43e9ed8), parent’s thread is QThread(0x2141cee8bd0), current thread is QThread(0x214a43e9e70)

[07/27 02:38:17] [DEBUG] QOpenGLDebugMessage(“ShaderCompilerSource”, 0, “SHADER_ID_COMPILE error has been generated. GLSL compile failed for shader 124, “”: ERROR: 1:1: ‘’ : syntax error: #version directive must occur in a shader before anything else\n\n”, “HighSeverity”, “ErrorType”)
[07/27 02:38:17] [WARNING] QOpenGLShader::compile(Vertex): ERROR: 1:1: ‘’ : syntax error: #version directive must occur in a shader before anything else
[07/27 02:38:17] [WARNING]
[07/27 02:38:17] [WARNING]
[07/27 02:38:17] [WARNING] *** Problematic Vertex shader source code ***
[07/27 02:38:17] [WARNING] #define lowp
[07/27 02:38:17] [WARNING] #define mediump
[07/27 02:38:17] [WARNING] #define highp
[07/27 02:38:17] [WARNING] #line 1
[07/27 02:38:17] [WARNING]
[07/27 02:38:17] [WARNING] attribute highp vec4 qt_Vertex;
[07/27 02:38:17] [WARNING] attribute highp vec2 qt_MultiTexCoord0;
[07/27 02:38:17] [WARNING] uniform highp mat4 qt_Matrix;
[07/27 02:38:17] [WARNING] uniform highp vec2 matrixData;
[07/27 02:38:17] [WARNING] uniform highp float horizontalRatio;
[07/27 02:38:17] [WARNING] uniform highp float verticalRatio;
[07/27 02:38:17] [WARNING] uniform highp vec2 center;
[07/27 02:38:17] [WARNING] varying highp vec2 qt_TexCoord0;
[07/27 02:38:17] [WARNING] varying highp vec2 qt_TexCoord1;
[07/27 02:38:17] [WARNING] varying highp vec2 centerPoint;
[07/27 02:38:17] [WARNING]
[07/27 02:38:17] [WARNING] void main() {
[07/27 02:38:17] [WARNING] highp vec2 ratio = vec2(horizontalRatio, verticalRatio);
[07/27 02:38:17] [WARNING]
[07/27 02:38:17] [WARNING] // Rotation matrix
[07/27 02:38:17] [WARNING] highp mat2 rot = mat2(matrixData.y, -matrixData.x,
[07/27 02:38:17] [WARNING] matrixData.x, matrixData.y);
[07/27 02:38:17] [WARNING]
[07/27 02:38:17] [WARNING] qt_TexCoord0 = qt_MultiTexCoord0;
[07/27 02:38:17] [WARNING]
[07/27 02:38:17] [WARNING] qt_TexCoord1 = qt_MultiTexCoord0;
[07/27 02:38:17] [WARNING] qt_TexCoord1 -= center;
[07/27 02:38:17] [WARNING] qt_TexCoord1 *= rot;
[07/27 02:38:17] [WARNING] qt_TexCoord1 += center;
[07/27 02:38:17] [WARNING] qt_TexCoord1 *= ratio;
[07/27 02:38:17] [WARNING]
[07/27 02:38:17] [WARNING] centerPoint = center * ratio;
[07/27 02:38:17] [WARNING]
[07/27 02:38:17] [WARNING] gl_Position = qt_Matrix * qt_Vertex;
[07/27 02:38:17] [WARNING] }
[07/27 02:38:17] [WARNING]
**7/27 02:38:17] [WARNING] ***
[07/27 02:38:17] [DEBUG] QOpenGLDebugMessage(“ShaderCompilerSource”, 0, “SHADER_ID_COMPILE error has been generated. GLSL compile failed for shader 124, “”: ERROR: 1:1: ‘’ : syntax error: #version directive must occur in a shader before anything else\n\n”, “HighSeverity”, “ErrorType”)
[07/27 02:38:17] [WARNING] QOpenGLShader::compile(Fragment): ERROR: 1:1: ‘’ : syntax error: #version directive must occur in a shader before anything else
[07/27 02:38:17] [WARNING]
[07/27 02:38:17] [WARNING]
[07/27 02:38:17] [WARNING] *** Problematic Fragment shader source code ***
[07/27 02:38:17] [WARNING] #define lowp
[07/27 02:38:17] [WARNING] #define mediump
[07/27 02:38:17] [WARNING] #define highp
[07/27 02:38:17] [WARNING] #line 1
[07/27 02:38:17] [WARNING]
[07/27 02:38:17] [WARNING] uniform lowp sampler2D gradientImage;
[07/27 02:38:17] [WARNING] uniform lowp float qt_Opacity;
[07/27 02:38:17] [WARNING] varying highp vec2 qt_TexCoord1;
[07/27 02:38:17] [WARNING] varying highp vec2 centerPoint;
[07/27 02:38:17] [WARNING]
[07/27 02:38:17] [WARNING] void main() {
[07/27 02:38:17] [WARNING] lowp vec4 gradientColor = texture2D(gradientImage, vec2(0.0, 2.0 * distance(qt_TexCoord1, centerPoint)));
[07/27 02:38:17] [WARNING] gl_FragColor = gradientColor * qt_Opacity;
[07/27 02:38:17] [WARNING] }
[07/27 02:38:17] [WARNING]
[07/27 02:38:17] [WARNING] ***
[07/27 02:38:17] [WARNING] QQuickCustomMaterialShader: Shader compilation failed:
[07/27 02:38:17] [WARNING] “ERROR: 1:1: ‘’ : syntax error: #version directive must occur in a shader before anything else\n\n”