Cubemapped entities in 16bit mode (?)
Blitz3D Forums/Blitz3D Programming/Cubemapped entities in 16bit mode (?)
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Any clue about why cubemapped ents get drawn behind everything else in 16bit mode? how to fix this? Thanks! Paolo. |
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Cubemapping does not work correctly under 16 bit. |
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I think he guessed this. In response to that though, it works fine for me, so no idea :( |
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Back when I used to test Blitz3D, we ran into problems with cube mapping and 16 bit. I spoke to nVidia about it and they wanted mark to get back in touch - it was broken on Geforce 2's... |
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Is it not slightly emulated? I heard from a thread on here, cubemapping, normal mapping were slightly software based and therefore not as fast. Any truth to that? |
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thanks! I'm with with a GF2 actually, if it is only a gforce problem then I can live with that, I will test with the on-board card in my PC to see if the problem is still there ... Cygnus, What card do you have? Paolo. |
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I've had a GF4 ti4200, and a GF 6800. I couldn't get cubemapping working at all pre GeForce-4. |
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Cubemapping works on my Geforce 2 MX. Well at least the old 'water' demo that was put together a long time ago works, as do the samples that come with blitz3d. |
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It also works in my GF2 in 32bit mode, but I meant it doesn't in 16bit :) Paolo |
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hmm, I tend to make alot of my low-spec games run in 16-bit. perhaps my habit of running 16-bit is the reason I couldn't get CubeMapping working Pre GF4? |
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WBuffer False |
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Thanks Kevin !!! It works perfect with WBuffer disabled, how is it that I didn't try that? :) Now, another question, What problems may I have if I disable WBuffer? I mean, I'm now having more than 100 thousands lines of "oddly" code, I'm not sure if I should change a GLOBAL setting like that ... Paolo. |
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Maybe cubemaps need to use the z-buffer? The w buffer, as i remember, is a more linear way of the depth buffer, where as Z buffer is expontential. The probably you might suffer, could be overlapping of meshes/surfaces near each other. Such as decals and that. |