Hi
We just tried it and we can't reproduce your problem. We were even going
in the water itself and the display was smooth and without any distortion.
We set the DX9 mode in the game command line (parameter -dxlevel 90).
To say even more - with this new version all the random buffers that
Could any of you test again with:
OffscreenRenderingMode=fbo
turned on?
fbos are broken with half life 2. It is broken because it uses a different
depth stencil buffer size than the color buffer size.
I just turned that off (so it defaulted to
backbuffer), and the problem actually went
Hi
We just tried it and we can't reproduce your problem. We were even going
in the water itself and the display was smooth and without any distortion.
We set the DX9 mode in the game command line (parameter -dxlevel 90).
To say even more - with this new version all the random buffers
Hello
We just tried it and we can't reproduce your problem. We were even going
in the water itself and the display was smooth and without any distortion.
We set the DX9 mode in the game command line (parameter -dxlevel 90).
To say even more - with this new version all the random buffers
--- Stefan Dösinger [EMAIL PROTECTED] wrote:
Am Montag 05 März 2007 06:56 schrieb Pavel Troller:
without an annoying graphics glitch causing
parts of
skies to be
replaced with some bogus contents like white,
black,
mirrors of a part of
ground etc.
Are you
Hi!
I've made also the glsl test. The same problem is here - there is too
much shine all over the game. Not only barrels and weapons, but also faces,
dresses, walls.. It looks like covered by the oil film. There are also some
strange shadow effects - like that the top of the hand is dark
On Mar 5, 2007, at 12:00 PM, Stefan Dösinger wrote:
Hi!
I've made also the glsl test. The same problem is here - there
is too
much shine all over the game. Not only barrels and weapons, but
also faces,
dresses, walls.. It looks like covered by the oil film. There are
also some
strange
Hello
If changing the fsaa setting in hl2 changes anything that is just
imagination - it doesn't do anything yet, the multisample setting is just
ignored right now.
I've not changed the FSAA setting trough the game options. I've forced it on a
lower level, that is on the graphics card driver
Wojciech 'arab' Arabczyk wrote:
Hello
If changing the fsaa setting in hl2 changes anything that is just
imagination - it doesn't do anything yet, the multisample setting is just
ignored right now.
I've not changed the FSAA setting trough the game options. I've forced it
on a lower
Am Montag 05 März 2007 20:14 schrieb Ken Thomases:
Is UseGLSL=enabled and -dxlevel 80 a meaningful combination that
produces better results?
It should produce the same results as ARB and 80.
(I know it doesn't work on the mac though. The mac falls back to sw rendering)
pgpAhouItZvX0.pgp
Hello
Don't worry, I'm working on sRGB read and write support right now :D
I'm not sure when it will be completed but you'll see something soon (next
few days / weeks)
That's great news! Keep 'em comming ;-)
--
Best regards
Wojciech Arabczyk
--- Stefan Dösinger [EMAIL PROTECTED] wrote:
For half-life 2 I'd suggest back buffer for now
because nowadays it renders on
AUX buffers which is faster than the context switch
for pbuffers. Once fbos
work with that game they should be used.
Thanks - backbuffer indeed works fine with
Am Sonntag 04 März 2007 14:21 schrieb Pavel Troller:
Hi!
Normally I'm writing complaints here, so for a bit of compensation, I
would like to inform that yesterday's wine runs HL2 family of games for the
first time without an annoying graphics glitch causing parts of skies to be
replaced
without an annoying graphics glitch causing parts of
skies to be
replaced with some bogus contents like white, black,
mirrors of a part of
ground etc.
Are you finding no errors at all? In Counter-Strike:
Source, when running in anything above DX7 mode, on
the map de_aztec, the screen
Am Montag 05 März 2007 06:56 schrieb Pavel Troller:
without an annoying graphics glitch causing parts of
skies to be
replaced with some bogus contents like white, black,
mirrors of a part of
ground etc.
Are you finding no errors at all? In Counter-Strike:
Source, when
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