Windows 10 and Blitz3D

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Yue(Posted 2015) [#1]
Hi, I want to say the following drawback that I have with Blitz3D.

Everything works correctly exception of the display screen.
Compatibility mode activated.


In this case I'm handling a screen resolution of 800 by 600, everything works properly if I have activated in Compatibility Mode "The program starts but does not display correctly", however if this is off the screen becomes a little bigger windows screen mode.

Compatibility Mode Off


This actually is not a problem with applications that functions in windowed mode, but if I run the application in full screen mode, the screen is much larger than normal and only part of it is displayed, so the user will have to activate the compatibility mode.

At first I thought it was something because NVidia drivers for my card, however since the controladres actulice vide the new update from Nvidia, but the problem persists.

Any suggestions?


skidracer(Posted 2015) [#2]
Are those Unity screenshots or Blitz3D?


A couple of things I would try:


1. In full screen mode you should match the resolution of the desktop and use virtual screen size to match your game.

2. Test if it is your monitor driver (not graphics card driver) at fault, try setting your desktop to the resolution you are trying to use for your game and see if desktop has same problem.


Yue(Posted 2015) [#3]
Hi, it's Blitz3D, only Icon Unity on Blitz3D for Test change Icon. :D.

He could not understand very well, I use google translator, I have my drivers updated graphics card and wonder if all this will have to do my monitor is old. p910 is a Compaq.

This only happens with Blitz3D because games can run smoothly so far.




fox95871(Posted 2015) [#4]
That's not good. Anyone else having this problem? ...that's right I said problem, not issue ;P


Rick Nasher(Posted 2015) [#5]
Haven't encountered this yet(so far), but in windowed mode I did come across some weirdly misaligned windows(partially shifted off-screen).

Turned out was caused by unsupported screen resolution that before was not accepted by the system, but now in Win10 didn't generate an 'unsupported resolution' error, but just shifted the window.

So I guess one has to really carefully check the supported resolutions, before actually assigning one.


Casaber(Posted 2015) [#6]
Maybe itīs the DPI setting? Have you tried disable "display scaling on high DPI settings"? I think fullscreen
nowadays is more like a window and fullscreen mode is affected by alot of parameters now not just window mode.

If not , Iīm sure it could be Win10's new scaling feature per screen that is a mess in development.

http://www.pcworld.com/article/2953978/displays/use-windows-10s-individual-display-scaling-to-perfect-your-multi-monitor-setup.html

It seem it changed its scaling algorithm/hw scaling style too as Win8.1 could zoom 125% without blurring, Win10 cannot. Theyīre changing things to support several and bigger screens.

I dontīt think itīs the screen because it seem pretty standard if Win10 should ever ask it for its VESA menu of possible resolutions.
http://www.cnet.com/products/compaq-p910-crt-monitor-19-series/specs/


RemiD(Posted 2016) [#7]
@Rick>>this may help : http://www.blitzbasic.com/codearcs/codearcs.php?code=3229


Mikorians(Posted 2016) [#8]
I'm having a non-screen related (probably memory) problem.
I jumped to Windows 10 from XP SP3 32Bit.
Know little about it.
My B3D program runs fine except for one b3d map level that gives me a MAV.
The map loads under XP, but not under 10.
I have other map cells loaded at the same time.
Unloaded all but one, that's how I found it.
Map loads raw without collisions (coldet) or fastext features
Such as shadowsimple and anisotropy.
How can I make Win 10 behave EXACTLY as XP?
Clearly it's some minor detail or setting that escapes me.
It also gives trouble with my other module that has animals - they're MD2's
shortly after the level loads.
So we're not TOTALLY compatible are we?
Ugh.


Rick Nasher(Posted 2016) [#9]
Perhaps it's a GFX driver issue? Try if it works using compatibility mode(rightclick>Troubleshoot compatibility).


Mikorians(Posted 2016) [#10]
1st- Thanks so much for replying, Rick!

I have tried various compatibility permutations.

I have 3 of these Tablets. (3 Strikes).
This being a NuVision 8 tablet (plug your mouse in BTW)!
In my efforts on one of these tablets to see if there was
A BIOS so XP might even be installed- I learned that there's a
32MB gfx memory base thingy and 256MB total thingy.
Durst I CHANGE ANYTHING?


Rick Nasher(Posted 2016) [#11]
Hmmm, doubt it would be useable as it probably contains technology that XP has no way of addressing as it simply wasn't around at it's creation days. Like microSD for instance.

It probably doesn't have a driver for stuff like that, so won't be seen by the OS, just like nowadays the new M2 NVMe SSD's aren't recognized by Windows 7. Unless.. it's internally emulated as a harddrive or USB (bootable?)drive device.


Mikorians(Posted 2016) [#12]
The UEFI BIOS seems to handle a lot.
It does indeed seem to have the drives pre-enumerated.
Under CPUID, XP is mentioned (I know, doesn't mean a thing).
I'm sorely tempted.
Heh.


RemiD(Posted 2016) [#13]
@Mikorians>>which version of Blitz3d do you use to create your executables ?

have you managed to reproduce the error with another simplified program ?


My B3D program runs fine except for one b3d map level that gives me a MAV.


Maybe the MAV is caused by too many vertices or/and too many triangles in a surface ? (i usually have up to 32000 vertices or up to 32000 triangles per surface)
see : http://www.blitzbasic.com/Community/posts.php?topic=66244


Mikorians(Posted 2016) [#14]
RemiD, It runs on one machine.
1.106 is the last fastext compatible ver.

It did crash on an attempt to display
A masked .tga (flag 2) sprite.
Windows 10?
Perhaps a psd driver or something???


RustyKristi(Posted 2016) [#15]
If you can post your program maybe some Win10 users can test it. I have a similar problem but getting a second opinion or more test will narrow down some compatibility issues.

In my case it was just a missing DLL.


Mikorians(Posted 2016) [#16]
It is 25k lines + about 3GB of support data.
This is almost certainly a Win 10 issue.
It acts like a .TGA codec problem or BIOS ram availability.

I will continue my examination tomorrow.
If the solution is found I will post it.
If any COMMON Win 7-10 advise is available
It should be gathered.

My 1st tip: Tablets might require you to re-orient
It to landscape and plug in a mouse.


RemiD(Posted 2016) [#17]
@Mikorians>>the necessity to connect a mouse for Windows 8/Windows 10 has already be mentioned several times. (i have seen the same issue on a tablet with Windows 8.1)


maybe try to post a simplified example with a similar tga file (with the use of the same external libs) so that we can test it on our computers...


Mikorians(Posted 2016) [#18]
Hm. NOT TGA at all!
ClearTextureFilters.
Remarking it out causes most code to work.
RenderPostProcess RaysFx
From fastext.
Fixed!
My monster program runs now!
It's a miracle!

NuVision 8 with Windows 10 - no setting changes!


Now- Um. Advise on graphics card settings and the
Default state changes to ClearTextureFilters.
What were they again?


Mikorians(Posted 2016) [#19]
Did they ever fix the memory leak also?
http://www.blitzbasic.com/Community/posts.php?topic=56348#630351
Which version of Blitz3D SHOULD I be running folks?

Anybody know the validity of
ClearTextureFilters
TextureFilter "",1

Vs

Loading textures without any flags... ?

Please explain.
I wish to standardize my code for maximum
Flexibility because I load scenes (b3d files) that
Set various brush and texture flags UPON LOAD.
Created by blitz pipeline for 3D Studio Max.


RemiD(Posted 2016) [#20]
i don't use cleartexturefilters because it does not seem to work on all computers...
i use loadtexture or createtexture with the flag 1 for colors only, or with the flag 1+2 for colors and alpha, or with the flag 1+4 with colors and masked texels, and sometimes i also add the flag 256 if i know i will write/read often on the texture.

to disable bilinear filtering of texture (the blurring effect on the texels) you can use this external lib : http://www.blitzbasic.com/Community/posts.php?topic=103591


Mikorians(Posted 2016) [#21]
Thanks for that, RemiD!

Um, yeah, clearly ClearTextureFilters was the problem.
I now use it along with:
TextureFilter "",1
No more MAVs.

Dunno what to do about the FastExtensions:
RenderPostProcess RaysFx
Problem. (Not critical)