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Texture Filtering Problem

Started by Paul7 Jan 9, 2005 at 7:39 AM 4 replies 750+ views
Original Post
Paul7
Paul7
Ive posted about this problem before and I thought I had it fixed but apparantly not. When I first turn my computer on and run my program it works fine no problems and my texturing looks like this. Then after having my computer on a while and running various other programs I go back to my program and it looks like this. It appears as though its no longer filtering the texture properly. I have filtering set up like this in my shader: sampler water_bump_texture = sampler_state { Texture = (water_bump_tex); MIPFILTER = NONE; MINFILTER = LINEAR; MAGFILTER = LINEAR; }; I dont have to do anything else to set up texture filtering do I? for example setting Device->setSamplerState maybe? surely thats just the same as doing it in the shader. Does anyone have any suggestions as to why this might be happening? Thanks
Nik02
Nik02
Is your card overclocked and/or overheating? This usually causes video memory corruption, and can manifest itself as such artifacts that you are witnessing.

On the other hand, though, the artifacts are too regular to suggest this. More likely, the driver resets the filter states for some reason - check your display driver properties for forced filtering settings, for starters.
Niko Suni
Paul7
Paul7
No havent got it overclocked and dont think its overheating.

Not sure if got any driver settings that may be doing this, i dont think so. Ive got a radoen 9800 pro with Catalyst 4.12 drivers installed if anyone knows of any settings on the options that may cause this?

If it reset the filtering settings surely they`d just get set again next time I run my program? It doesnt change from the correct way to the non correct way in the middle of the program running- dont know if i made that clear.

Thanks
jollyjeffers
jollyjeffers
Have you noticed any artifacts in any other games/demos/samples?

If you're not changing anything between runs and/or your application doesn't appear to be doing anything wrong, this could be something to do with a driver "optimization" or setting...

Maybe if you bring up the ATI control panel, tweaking the quality:performance ratio's and any other relevent settings might yield some different results?

hth
Jack
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Paul7
Paul7
no it doesnt occur in any other games/demos. Tried a few different settings in the ati control panel but didnt make any difference.

I think it must be something to do with my program. It only seems to occur on my water surface and more particularly with the normal map applied to it. Ive tried using a different texture for the normal map and it still occurs.

But then why would it only in certain situations, very strange!

any other thoughts?

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