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posted: 26 Oct 2012, 21:33

I haven't seen it either. Have you tried changing your graphic settings to make sure it's not some problem with your computer?
Kenner
 
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posted: 27 Oct 2012, 05:35

heres the usual dumb advice. Make sure you are using the latest graphics drivers (if on winblows)
pheonixstorm
 
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posted: 27 Oct 2012, 14:29

Radeon HD 6850, running Catalyst 12.10. Nope, hardware is not the problem. Besides, I once encountered this back when I still had a Geforce GTX9800.

Will try and replicate the problem again and see if there is any pattern to it.
HerrKoos
 
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posted: 30 Oct 2012, 17:05

Can you post a screenshot of the texture problem next time it happens?

I've experienced something similar on Vega Strike, so it seems to be the engine. But I've never seen this happen with nVidia, only with intel. So, a screenshot, and detailled hardware and driver info would come in handy.

In the case I mention (in VS), it was actually a driver bug that I fixed by updating MESA. But we're talking intel and linux here, so... I'm a bit confused to find the same bug in windows and nVidia.
klauss
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posted: 30 Oct 2012, 18:31

Running a Radeon now, as I mentioned in my post. Still, will try and get a screengrab for you.
HerrKoos
 
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posted: 31 Oct 2012, 18:26

Don't forget 1.03 was using the .50 version of the VS engine so it has probably been fixed. Still need to update the core PGG engine and python scripts to use .51

Also, the spheremap code is still in the svn so there won't be any need to change from spheremaps to cubemaps for PGG.
pheonixstorm
 
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posted: 01 Nov 2012, 21:14

pheonixstorm wrote:Don't forget 1.03 was using the .50 version of the VS engine so it has probably been fixed. Still need to update the core PGG engine and python scripts to use .51

Also, the spheremap code is still in the svn so there won't be any need to change from spheremaps to cubemaps for PGG.


PGG trunk already works pretty well with VS trunk. I made VS build the cubemaps out of the individual faces, and though it's not perfectly filtered as are properly crafted cubemaps, it works well enough. Especially for PGG, which uses mostly darker backgrounds (that produce little environment lighting).

For the last mile, I think I'll make a python script to do the filtering, since ATI's cubemapgen has been unmantained for a long time.
klauss
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posted: 07 Nov 2012, 04:41

No need, PGG can keep using the spheremaps.
pheonixstorm
 
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posted: 10 Nov 2012, 03:23

It's better if it doesn't, because otherwise we'd have to adapt all shaders to use spheremaps. Kind of a pain.
klauss
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posted: 10 Nov 2012, 19:50

I solved my texture problem by the way. Turn out it wasn't a bug; I was in a system with a red sun... :D The colour and lighting behaviour of the engine takes some getting used to.
HerrKoos
 
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