Dynamic light issue
Moderator: Graf Zahl
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- Posts: 39
- Joined: Sun Apr 02, 2006 3:35
Dynamic light issue
As you may know, S3/Via driver updates for their 3d accelerators are few and far between. I was having problems such as this:
http://img355.imageshack.us/img355/8180/doom00022gr.png
http://img371.imageshack.us/img371/9516/doom00034kq.png
http://img371.imageshack.us/img371/8095/doom00049ke.png
of course after updating the drivers, AND going through gl_vid_Compatibility "1", the grey flicker is greatly reduced (actually gone), but the dynamic light issue remains: the lights want to "tile", and nothing but LINEAR and nearest filtering works. Also, through the compatibility mode, the sky texture disappears! the poly is still there, yes, but the texture isn't.
The chipset in question here is the VIA/S3G UniChrome IGP.
http://img355.imageshack.us/img355/8180/doom00022gr.png
http://img371.imageshack.us/img371/9516/doom00034kq.png
http://img371.imageshack.us/img371/8095/doom00049ke.png
of course after updating the drivers, AND going through gl_vid_Compatibility "1", the grey flicker is greatly reduced (actually gone), but the dynamic light issue remains: the lights want to "tile", and nothing but LINEAR and nearest filtering works. Also, through the compatibility mode, the sky texture disappears! the poly is still there, yes, but the texture isn't.
The chipset in question here is the VIA/S3G UniChrome IGP.
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
If the lights tile the driver doesn't properly support texture clamping and due to the way dynamic lighting is implemented I can't do it without this feature.
The texture filtering doesn't work because your driver doesn't support automatic mipmap generation, a feature any real graphics card has been supporting for many years. I can change the code to not create mipmaps in compatibility mode but that's it.
The sky texture disappearance is the only thing I might do something about. To render it without holes I had to use a feature that shouldn't be activated in compatibility mode.
So it's clearly the lack of certain OpenGL features that are causing your problems.
The texture filtering doesn't work because your driver doesn't support automatic mipmap generation, a feature any real graphics card has been supporting for many years. I can change the code to not create mipmaps in compatibility mode but that's it.
The sky texture disappearance is the only thing I might do something about. To render it without holes I had to use a feature that shouldn't be activated in compatibility mode.
So it's clearly the lack of certain OpenGL features that are causing your problems.
-
- Posts: 39
- Joined: Sun Apr 02, 2006 3:35
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact: