Problem with integrated graphicsArchives Forums/Blitz3D Bug Reports/Problem with integrated graphics
| Just for the records: I got a problem with integrated graphics hardware on a notebook. Currently the factory drivers are installed and IŽll probably update them and try again.|
The card is:
VIA/S3G Unichrome Pro IGP version 188.8.131.524 (date: 09.02.2006)
When I create a texture, and I want to use the Alpha Flag 2 then I have to set the Flag 1 too. Setting only the flag 2 will break the Texturebuffer() of this texture.
causes a MAV / "Buffer doesnŽt exist" error, where
seems to work nicely. Strange since I thought flag 1 (and 9) are set automaticly, as long as you donŽt disable it with ClearTextureFilter.
| IŽve installed the latest drivers, still get the MAV.|
I think it may be a Problem cause it happens not on the average developer machine, but on many lowcost notepads with integrated VIA chipset (VN800 compatible in this case).
BTW A TextureFilter "", 9 wonŽt fix it.
| In fact it seems I canŽt get loaded or created alpha textures to work, although dds seems to work but not a bmp with the flags 2+512 (wonŽt mav like "2", but still doesnŽt work, the object remains opaque, tho diffuse textures are applied correctly)|
Other texture blendmodes work: blend 3, masked, as well as EntityAlpha and BrushAlpha.
| ok, me again :)|
I found a way to make it work: after
tex=loadtexture("x.bmp", 2 or 512)
you have to "activate" the alpha channel of the texture
Anyway, if youŽre after maximum compatibilty, you maybe should use all alpha textures this way :/