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  1. Maybe you haven't posted all the code but the one that springs out to me is you set your index buffer but not your vertex buffer - where's your call to SetStreamSource()?
  2. You probably have a border around your leaves due to texture filtering (as Evil Steve said). So if you consider this, your leaf texture probably has a picture of a leaf which is surrounded by some solid colour (black or white maybe?). When you're at the edge of your leaf the card samples some of these solid colour texels as well as leafy ones and the filtering result looks crappy like you say. However, you can probably get rid of the majority of this nastiness with a fudge: extend the colour out in your leaf texture more - just paint the actual colour (not the alpha) of the leaf out over the solid colour (read: make the solid colour match your leaf colour as much as possible) and let the alpha channel define the shape of the leaf itself. As I say, it is ghetto but it should give you what you want. Try again with just alpha test after you've done this and see if you're happy with the result, only re-enable blending as well if you're not.
  3. I'm going to have a one-liner guess before I leave work: you want to alpha test your leaves, not alpha blend them. I'll try and catch up with more detail if I've got time tonight.
  4. This thread isn't about me but Hello anyway, it's been a while.
  5. I've had this with several retail games - turning off 'Break On D3D Error' normally resolves the issue, makes you wonder though about the quality of the code if it actually causes errors mind.
  6. faculaganymede, "16 bit per channel floating point" means it supports 64-bit surfaces in the hardware for processing during the rendering of a frame - this is good and is mostly what HDR is about. "10 bit per channel DVI output" means that the final output of the card is 10 bits. It's my understanding that even after all the fancy internal work of rendering a frame on a card, even if it is in high definition 64-bit or 128-bit colour, that it all gets downsampled to 8-bit (or 10-bit in this case of DVI) for the final framebuffer output, and happens automatically on the graphics card (is it the DAC that does this?) somebody with a bit more raw hardware knowledge might have a better answer. As for syncrhonisation, there is a little connecting plate that goes between the two cards in my machine, I'm guessing this does the sync and load distribution work. Finally, I'll add that at work I have dual Geforce 7800 GTXs and when SLI is enabled multi-monitor support no longer functions for me. It is somewhat annoying. -Mezz
  7. Writing to depth in a fragment shader breaks the some of the early z-buffer rejections that most cards have these days, which makes it slower in that sense, and my understanding is that it will only affect the particular pass you are doing it on. My suggestion is to try it and see if it is too slow for your needs. -Mezz
  8. I do not support the death penalty for one reason - it is irreversible. I am quite happy for other cruel and unusual punishments to occur. Torture is fine, as long as it's nothing permenant (i.e. no limb severing). -Mezz
  9. MrEvil, that looks suspiciously like a Woodland Halls room you're in there ;) Sepul... is that a picture of Ron Jeremy in your bathroom? -Mezz
  10. 'they will call you to the river' means that whatever the bet is, the opponent will 'call' (i.e. match) the bet until the 'river' (the final community) card is dealt. Assuming you're playing Texas Hold'em or Omaha of course. 'Jamming the pot' means you are getting as much money as allowed into the pot. In No Limit this would be your entire stack, in Limit it is 4 big bets per round. Edit: Unless you're playing a limit heads-up game in which case the 4 bets maximum per round doesn't apply (usually). -Mezz
  11. You know you'd be dead if this was Logan's Run :p Happy Birthday dude! -Mezz
  12. Drew_Benton. Not only is it good for the reasons Oluseyi mentioned, it is also the nickname of a supremely helpful individual. -Mezz
  13. Quote:Original post by mikeman There isn't any card that I know of which exposes more than 4 texture units through the ARB_multitexture interface. You have to use shaders in order to unlock the additional 12 image units and 4 texture coordinate sets(total 16 image units and 8 texcoord sets). The ATi 9800 I used to have exposed up to 8, but after that you had to use shaders. Every nVidia I've had never exposed more than 4. -Mezz
  14. So, just to clarify, you're restricted to using standard C89, and you want to make use of the C++ standard library component std::vector? -Mezz
  15. I think it looks good. Congrats on coming up with a solution to it yourself :) -Mezz