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Member Since 13 Jul 2006
Offline Last Active Aug 08 2013 09:19 AM

Posts I've Made

In Topic: why sometimes the color ouside viewport is black

30 April 2013 - 12:57 AM

check out your sky box or sky dome!

You already render somethings on your screen .

Try wire frame .

In Topic: Create Deep-Copy from dx-sdk animation Class

30 April 2013 - 12:51 AM

If you render your mesh to a vertex buffer first...

Thanks for your answer .

I don't want to use that technology for this project.

don't forget that each robot may playing different position of track .

I already know what is instancing of a mesh , my problem is create a seperate copy of my animation class .

In Topic: Create Deep-Copy from dx-sdk animation Class

29 April 2013 - 11:17 AM

Any idea?

I hope someone else already used this class and face this problem.

In Topic: simple texture filtering problem

18 April 2011 - 09:18 AM

Also look your Driver config. NVIDIA config has the option to override anisotropic filtering. Make sure it isn't turned off. On the other hand, if your driver config is set to "Best Performance" instead of "Quality" or "Best Quality" you'll end up with those results you're seeing.

That's it.
On that test pc nvidia cpanel there is an option "anisotropic-mip optimization" which is (By default) turned off.
Thanks a lot.

In Topic: simple texture filtering problem

18 April 2011 - 02:07 AM

Your PC supports Anisotropic filtering, while the test one doesn't

Another option, you're letting mipmaps to be automatically generated, and it's broken on the test PC's drivers. Update the drivers or use DDS to generate mipmaps manually and easily.

It's going to help a lot if you publish the specs from both machines (including driver versions).

Nice Suggestions
My own pc have GeForce 8500 and video card of test pc is GeForce6200
In both pc D3DPTFILTERCAPS are the same and shown in the shot using dx caps viewer
Is It Possible That DxCapsViewer show a wrong capacity? ( in Anisotropic filtering)