what could this problem be?

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5 comments, last by hawkei 20 years, 8 months ago
Hi people, we are an indie game developement crew from germany. Lately, we released a tech demo and the following problem showed up on some systems: The engine has been developed in VB, directx. Fig(1) - this is how it should look (geforce 4 mx) Fig(2) - this is how it looks on some systems (eg ASUS Geforce 3, MSI GeForce 5600) Please notice the strange fonts when comparing the first to the second screenshot. We'd be really happy if you could help us with this issue. Roland Koch Audiodesign official site: http://www.hawkei.de [edited by - hawkei on August 17, 2003 3:25:27 PM] [edited by - hawkei on August 17, 2003 3:26:21 PM] [edited by - hawkei on August 17, 2003 3:27:13 PM]
Roland Koch Audiodesignofficial site: http://www.hawkei.de
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What are your texture filters set to? Point, (Bi/Tri)Lineair, Anistrophic?

.lick
Hi pipo,
the problem occured using all filter methods.
Roland Koch Audiodesignofficial site: http://www.hawkei.de
Hi - this is a bit of a long shot, and related to Pipo''s suggestion, but have you checked the device caps to be sure that you''re not specifying a setting that the geforce 4 mx can handle, but that the other cards can not?

I had a similiar problem a while ago. On older video cards, my terrain shading came out looking very strange; some faces were rendered as solid black, and only part of the tiles were visible. It turned out that, as Pipo suggests above, I was specifying a texture filtering setting that the older cards couldn''t handle.

What you''re seeing might not be a texture filtering problem per se, but it could still be caused by an invalid setting, so verify the device caps.
Hi!
your help really is appreciated! Could you perhaps specify some caps which could cause the problem? Right now, we don't really have a clue where to look due to the number of caps.

To come back to the filtering issue: Please notice that a GeForce FX 5600 has the same problem as a GeForce 3, whereas a GeForce 4 MX looks great, so I don't know if this really is the problem. We experimented with every filter setting Direct3d had to offer, yet none showed the wanted results.

Thanks, hawkei

[edited by - hawkei on August 18, 2003 7:46:45 AM]
Roland Koch Audiodesignofficial site: http://www.hawkei.de
do you use the same version of the detonator drivers? if not that might be a problem, too.
Hi - no - I can't suggest specific caps to look at. What I would do (and I learned this the hard way) is verify that every setting that you use is compatible with the cards you are targeting. If features aren't compatible, then have code that disables them, etc... Yes - this takes a little time to code, but it helps in resolving the sorts of issues you're seeing.

One other suggestion is to get sysinternal's debugview (http://www.sysinternals.com/ntw2k/freeware/debugview.shtml), and see if there is anything in the debug output that will help you out. Debug view will let you view the directx debug output even though you're using VB.

Hope this helps-

BM

[edited by - bmoberly on August 18, 2003 3:33:45 PM]

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