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Dynamic light issue

Posted: Sun Jul 02, 2006 23:03
by CSonicGo
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.

Posted: Mon Jul 03, 2006 0:37
by Graf Zahl
I can't do much here. Either the driver or the hardware has some serious bugs or limitations. It looks that some rendering features simply aren't supported properly.

Posted: Mon Jul 03, 2006 3:48
by CSonicGo
Well, Quake 3 runs fine on it, as does CUBE. That's why I'm sort of concerned.

Posted: Mon Jul 03, 2006 9:00
by Graf Zahl
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.

Posted: Tue Jul 04, 2006 0:12
by CSonicGo
Well, There is no Shader Support for the chipset. THere is hardware support, but it wasn't written.

If you're wondering, Intel INtegrated Graphics 2 has the same problem with mipmaps in GZdoom, and I know for a fact that it can generate its own mipmaps.

Posted: Tue Jul 04, 2006 8:10
by Graf Zahl
But apparently not with the method GZDoom uses. That is done by setting an OpenGL flag so if that doesn't work I'd blame the driver.

Posted: Tue Jul 04, 2006 16:59
by CSonicGo
so in summary, Good hardware, sucky drivers.

but, Gzdoom's lighting code isn't too perfect either.

Posted: Tue Jul 04, 2006 18:03
by Graf Zahl
If this was good hardware it'd be able to handle more than GL 1.2 plus a far too low amount of extensions.

And no, the lighting code is far from perfect. But this is not my field of expertise so unless I get help don't expect miracles.

Posted: Tue Jul 04, 2006 18:25
by CSonicGo
well, I cant really switch my card, it's a laptop I got in december 2005.

Posted: Tue Jul 04, 2006 18:43
by Graf Zahl
CSonicGo wrote: laptop

Why didn't you say so before? :P

Posted: Tue Jul 04, 2006 20:45
by CSonicGo
WELL >:/

hey, still, There should be drivers that work worth a shit. it's a shame VIA cannot update their drivers.