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[driver bug]Large textures vanish with distance
Posted: Tue Sep 13, 2005 21:39
by Skadoomer
This exsists for all builds i'm pretty sure. I was running 0.9.5 and 0.9.3 when i saw this issue. I have a very large texture (1024 X 1024) that has a section of it dissappear when the player moves far enough away from it. Here is a screenshot:
I've isolated the issue in this
test map. Ignore the pink in the texture, i have a custom palette i was using.
Posted: Tue Sep 13, 2005 22:01
by Graf Zahl
Works for me. This looks like your graphics card is creating an incorrect mipmap.
Please do the following things:
1. Change the texture filter settings and check whether this has any effect
2. Post the startup log you get by adding '+logfile log' to the command line.
Posted: Tue Sep 13, 2005 23:46
by Skadoomer
weird. Going through the filtering options, it prefers bilinear. However, when circulated back to trilinear (the default) it acts fine. Weird. Thats what i get for using intels onboard video.
Here is the log file:
Code: Select all
Log started: Tue Sep 13 18:37:44 2005
adding gzdoom.wad (140 lumps)
adding base/main.wad (497 lumps)
adding base/data.wad (1002 lumps)
CPU Speed: 3000.246819 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Pentium(R) 4 CPU 3.00GHz 4 CPU 3.00GHz
Family 15, Model 4, Stepping 3
Features: MMX SSE SSE2 SSE3
I_InitSound: Initializing FMOD
Setting DirectSound output succeeded
Setting driver 0 succeeded
Initialization succeeded
GL_VENDOR: Intel
GL_RENDERER: Intel 915G
GL_VERSION: 1.4.0 - Build 4.14.10.3847
GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_multitexture GL_ARB_point_parameters GL_ARB_shadow GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_ARB_transpose_matrix GL_ARB_vertex_program GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_EXT_cull_vertex GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_stencil_wrap GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_filter_anisotropic GL_EXT_texture3D GL_3DFX_texture_compression_FXT1 GL_IBM_texture_mirrored_repeat GL_NV_blend_square GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_WIN_swap_hint
Resolution: 640 x 480
Init DOOM refresh subsystem.
1552 textures created
Unknown chunk Patch encountered. Skipping.
Patch installed
Init miscellaneous info.
Init Playloop state.
Setting up sound.
S_Init
Checking network game status.
player 1 of 1 (1 nodes)
+TITLEMAP - Intro
+MAP01 - The End
Music "D_nuttin" not found
Player died.
Posted: Wed Sep 14, 2005 0:02
by Graf Zahl
Skadoomer wrote: Thats what i get for using intels onboard video.
Heh.