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ATI OpenGL issues?

Started by July 01, 2004 04:25 PM
4 comments, last by Teq 20 years, 5 months ago
I'm not sure if this is a documented issue or not, but I have noticed the background colour being drawn as lines across the top of the screen (from right to left reaching around 1/4 of the way across) instead of the texture attached to a poly, has anyone else found this and could anyone suggest a fix? (shows on several of my Radeon based systems - 2 Athlon based, one P4 and on multiple demos)
doesnt happen to me and i have a radeon
______________________________________________________________________________________With the flesh of a cow.
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Im not entirely sure what you mean, but on MY radeon, in certain games... polygons randomly go awry, they jump from their position as if an extra vertex was added to the list, its only for a frame or so, but it happens fairly freqently, which makes the screen kinda flashy, im not sure why, but yeah, this happens more specifically... in ut2003, and actually... it happened in my own terrain demo when i added lighting... im not sure waht to say
-Dan
When General Patton died after World War 2 he went to the gates of Heaven to talk to St. Peter. The first thing he asked is if there were any Marines in heaven. St. Peter told him no, Marines are too rowdy for heaven. He then asked why Patton wanted to know. Patton told him he was sick of the Marines overshadowing the Army because they did more with less and were all hard-core sons of bitches. St. Peter reassured him there were no Marines so Patton went into Heaven. As he was checking out his new home he rounded a corner and saw someone in Marine Dress Blues. He ran back to St. Peter and yelled "You lied to me! There are Marines in heaven!" St. Peter said "Who him? That's just God. He wishes he were a Marine."
I'll re-write my game code from the beginning which will hopefully get rid of it, still not sure whats caused it, its not drivers (installed a good dozen Cat revisions) and the only related hardware is the graphics card. I would dump a screenshot if I could get it to misbehave for enough frames!

I'll let you know how I get on...
not had any of those issues here (rendering 100K polys via lots of VA and DL's)

I did notice that the ati dosn't like too many GL_LINES cords between a glBegin/glEnd. it would sometimes crash when rendering some normal debug code when the data complexity was up high)
If I push the attribute stack with GL_COLOR_BUFFER_BIT|GL_ENABLE_BIT (or if fact with later testing anything!) and then pop it back (with no code in between) everything displays fine, could my problem be a non-stackable attribute? Or is there something else going on here?

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