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Hlubocky

Model Tearing problem with ShiningKnight Tutorial Code

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I''m working on a game based on the code in the shiningknight tutorials. Right now, all it does is load one milkshape model and display it to the screen in various positions based on keyboard input. I also use glPrint to write out a count to the screen. In windowed mode, everything works perfectly. In fullscreen mode however, the model has big tears in it and you can''t see the count that is printed with glPrint(). Nothing is flickering so I''m sure it isn''t a double buffering problem and the tear doesn''t move unless the model changes orientation. I would greatly appreciate anyone''s help in solving this obscurity! Thanks! hlubocky@uiuc.edu

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Try syncing the framed to V-sync ... see what happens then ... it may just be an artifact of a fast machine!

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Actually, I''m not sure if the word tearing would be appriopriate to describe my problem. Tearing usually is associated with double buffering or vsynch problems. I don''t believe this is the case. First of all, it happens whether the model is textured or not. Picture a model of a small stealth fighter/bomber. When viewed from the top, there are a few oddly shaped, black horizontal stripes running through the model. The stripes don''t move unless the model changes orientation. Remember this only happens in full-screen mode, not in a window. I thought maybe the model was bad, so I loaded a new milkshape model of just a cube and once again, some of the edges of the cube show these odd black artifacts. If anyone has any information that could help me solve this problem please let me know!

hlubocky@uiuc.edu

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Hi again

in your PIXELFORMATDESCRIPTOR, you''re not trying to use PFD_SUPPORT_GDI are you? that will cause the same effect ... although normally in both windowed and full screen modes

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