Dark Bit Factory & Gravity
GENERAL => Projects => Topic started by: energy on May 20, 2008
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Hi!
Im testing a new SinusRoutine for OPENGL.
A friend reports me that its not running under Vista.
After last Intro i completly changed my textureloader.
Can anybody test und Vista?
XP SP2 with Nvidea - No Problem!
Thanx in advance....
Cheers eNeRGy
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Works in here NV8800GTS vista home premium
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Works here.
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Broken here ATI X1650 XPSP2
Blue screen with a rotating quad with a corrupted looking texture..
Sorry.
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Works here on Vista Home running on a Sony Vaio
laptop (guess it is some Intel Graphic card in it ...)
But takes quite a long time until the show starts.
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Sounds like an ATI problem then
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Indeed: ATI Problem :)
Same problem as Shockwave reports (on XP & Radeon 9600) but additionally creeping slow.
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Thanx for testing... :-*
Im a bit confused now...
@ the ATI users:
Maybe its the function: glTexSubImage2D () for updating a texture during runtime.
I added new Version were i changed the functions for glTexSubImage2D () in hope that i works now with
ATI-Cards
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It's much faster but the texture is still corrupted.
For some reason I can't take a screenshot...
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that would be nice Hellfire!
;)
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For some reason I can't take a screenshot...
that would be nice Hellfire!
I think you missunderstood me a bit, but here you are ;)
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Works fine here - Gforce 6600GT - XP SP2
Are you setting your texture as power of 2 ?
ATI cards have some serious problems with np2 textures.
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No Rbraz...
Its n²
Texture is 128x128 and after that scaled...
Problem must be somewhere else...
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Not on my Vista machine right now so I can't test...but my massive performance hits have come when I still have a texture or pixel shader enabled when I call glDrawPixels or any other pixel rectangle/blit command.
Jim
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Hi Updated something in the lib... now its running on Dextros Vista...
Can anybody test it on Vista AGAIN???
Thanx in advance... :-*
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Works fine here.
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No good on my home machine....
Vista Ultimate, using an nVidia card 5300.
I get a blue screen(of life) with a rotating plain black quad. Similar to Hellfires earlier screen shot, but the quad is all black.
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Shit... there should be a Sinusscrolling Logo in Black Quad.... :(
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It's there just needs a bit of time until you see it.
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It's still broken.
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Both versions work for me, Vista, nVidia 8600GT. Are you doing anything multithreaded?
Jim
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@all: Thanx for testing again! :cheers:
No Jim...
The only thing i do:
Yu see the Sinus-Swinging Logo: The Logo is a 128x128 BMP.
Then i clip (with DirectX7) this logo in 128 Sprites of 1 Pixel width and Display it on a 256x256 Sprite with different XY-Cords to have the Sinus-Scrolling, which will be in OPENGL very heavy....
After that i convert this Sprite 256x256 (with the scrolling on it) to an opengl texture and Show it with OPENGL!
Thats all
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GEFORCE 8800GTS 640MB :kewl:
Work fine here
Nice Open GL Demo :)
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Then i clip (with DirectX7) this logo in 128 Sprites of 1 Pixel width and Display it on a 256x256 Sprite with different XY-Cords to have the Sinus-Scrolling, which will be in OPENGL very heavy....
My suggestion would be to take a reasonable number of adjacent quads (triangle strip), use the logo as texture and just modify the texture-coordinates (or use a vertex-shader).
If you prefer to keep with your current approach (modifying the texture), that's possible with opengl, too.
Just render to a viewport as big as your (destination-)texture, instead of sprites use quads (which you need to set at exact pixel-positions) and afterwards copy the viewport to a texture (or use p-buffers).
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There's no guarantee that mixing rendering with DirectX and then OpenGL is going to work. I made an image loader that uses Direct3DX but I'm not sure that's supposed to work if you then go on to OpenGL rendering. Can you port step 1 to OpenGL and see if that fixes things?
Jim
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I don't think this is a good solution to a routine like a sine scroll either.
You should use a triangle strip as Hellfire suggests, that would be how I'd do it and it would be as quick as you like.
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I agree with Shockwave, it's unlikely you need to vertically scroll each individual pixel column of your graphic.
Jim
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Hi!
Thanx to all for yur efforts...
If i understand it right , the most of yu would realize the Sinusscroll in OPENGL Coloumn per coloumn, not per Pixel/coloumn.
Sure , such a routine wastes many time.
I agree with Jim to load in next step only a Texture to my Screenlib in case to see if the problem with the broken Texture exits again.
It would be nice if yu can test it again (especially with the ATI) when i upload it trying to fix this error.
The next difference here is, that i load the Texture with const GL_BGRA = $80E1 , cause DirectX output is BGRA.
I think bgra is from OPENGL 1.1, but the newer cards will not have a problem with it...
Cheers and Thanx....
:clap:
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OK...Here is a test without DirectX in it...
Yu will see a Logo and a Big Particle moving arround...
Hope this will work now for all...
Thanx in advance...
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I'm sorry to tell you, but there is quite some flickering going on (ATI Radeon 9600, Windows XP).
For no obvious reason a few of the vertical bars aren't shown (different on each frame).
Maybe a z-buffer problem?
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I get the same as Hellfire here ati x1650
It runs really fast.
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Same for me on Nvidia. Looking very impressive mind.
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:(
thats what i dont understand with OPENGL...
for me all runs very well, with XPSP2 and NVIDEA. i see in hellfires screen,
that the alphablending doesnt work properly too.
I will send next a stupid texture, only be shown without any animation...
Thanx :buddies: