Creative Banshee 16MB

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5 comments, last by Nat 24 years ago
When I ran the PR Land1 demo on this card .. The character is not seen in view but his shadow is seen. If I look up at the sky .. some part of the character is seen. Also the farther terrain cuts the close terrain. Does PR support 16 MB cards .. or is it now only for 32 Mb cards. Does anyone know whats causing this problem .. the frame rate seems ok !! Chris have you tested on this card ?
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Hi,

I use this card, too.

No. It''s just a problem with the new driver. I have the same clipping errors.

The older driver worked perfectly. Hope they will release a newer one, soon.

bye

Felix Kollmann, DG5PT

Future Interactive

[http://www.futureint.com]
[fkollmann@gmx.net]
Felix KollmannFuture InteractiveCEO, Project Manager, Lead Programmer[http://www.futureint.de][fkollmann@futureint.de]
I have the same problem with an ATI Rage, not only with the demo but some of the newer projects as well. However, if you disable the use of Alpha Blending in the code it seems to work fine.

Kefren
Kefren .. could u plz tell me exactly what you do .. is it with the render Alpha polys .. or something else ..
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i think it is the multi-texturing that is breaking the rendering, changing them works.

Change the rendering method for the character, terrain and pyramid. (old version)

the problem lies with the card, if not the driver.




Here is a sample section of code from the new land1 project:

void LS_LoadTerrain (char *filename)
{
PR_SetTextureStage (1);
PR_SetTextureMulti (1);

PR_Settings.HardwareMipmaps = -1;
/* Use all mipmap levels so the detail ''fades'' away to nothing at a distance */
//PR_SetTextureFormat (TEXTURE_P_8);
PR_SetTextureFormat (TEXTURE_NORMAL);
detail_tex = PR_LoadTexture ("detail.pcx");
PR_SetTextureFormat (TEXTURE_NORMAL);
PR_Settings.HardwareMipmaps = 1;
PR_TerrainStages = 2;
PR_TerrainDetailScale = 1; /* Wrap detail 2 times on each tile */
PR_SetTextureStage (0);

setlib (filename);

LS_AllocObjects ();
LS_AllocEntities ();
CHR_AllocateCharacterTypes (512);

LS_LoadLevelInfo ();
LS_CreateTerrain ();
InitializeTerrainMaterials ();
InitializeTerrainSettings ();

setlib (NULL);
// PR_SetTextureFormat (TEXTURE_P_8);
PR_SetTextureStage (0);
PR_SetTextureMulti (0);
PR_SetTextureFormat (TEXTURE_NORMAL);
SearchForObjects ();
InitializeAllEntities ();
DrawAllStaticShadows ();
}


Here it is with multi-texturing removed:

void LS_LoadTerrain (char *filename)
{
setlib (filename);

LS_AllocObjects ();
LS_AllocEntities ();

LS_LoadLevelInfo ();
LS_CreateTerrain ();
InitializeTerrainMaterials ();
InitializeTerrainSettings ();

setlib (NULL);
PR_SetTextureFormat (TEXTURE_P_8);
SearchForObjects ();
InitializeAllEntities ();
DrawAllStaticShadows ();
}

The second set of code allows me to run the land1.exe without the problems you described on my ATI Rage, albeit, then I don''t have the nice detail texture on the landscape.

Kefren
Thanks .. I''ll try this right away
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