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texture deformation!
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Okay, can we have a side-order of 'extra information' please [smile]
Ideally when talking about image corruption a screenshot would be nice (google things like "image shack" and "photo bucket" for hosting).
Second to that, can you verify against the reference rasterizer - it's unlikely, but if you're seeing some sort of hardware/driver related corruption then the RefRast should tell you.
Are you getting any warnings from the debug runtimes?
What sort of filtering method are you using?
Are you using a cube map texture, or just a regular cube with a subset of a 2D texture (or seperate texture) per face?
Does the corruption only appear when the camera moves? Does it go away as soon as the camera stops moving?
Bottom line: Help us to help you.
Cheers,
Jack
Ideally when talking about image corruption a screenshot would be nice (google things like "image shack" and "photo bucket" for hosting).
Second to that, can you verify against the reference rasterizer - it's unlikely, but if you're seeing some sort of hardware/driver related corruption then the RefRast should tell you.
Are you getting any warnings from the debug runtimes?
What sort of filtering method are you using?
Are you using a cube map texture, or just a regular cube with a subset of a 2D texture (or seperate texture) per face?
Does the corruption only appear when the camera moves? Does it go away as soon as the camera stops moving?
Bottom line: Help us to help you.
Cheers,
Jack
In screenshot all seems ok :(. I think refresh speed of texture is slow.When i rotate camera slowly, deformation more disappear.
I'm not getting any warning from debug runtimes :)
Filtering :
Device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
Device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
Device->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
I use cube map texture.separature texture per face.
When i rotate camera , corruption appear. It's more like dominoes event.
Thanks....
I'm not getting any warning from debug runtimes :)
Filtering :
Device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
Device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
Device->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
I use cube map texture.separature texture per face.
When i rotate camera , corruption appear. It's more like dominoes event.
Thanks....
So it only happens when you move the viewpoint...
Have you got V-SYNC enabled? when you create your device (D3DPRESENT_PARAMETERS) what is your PresentationInterval setting. What is the value in your control panel (typically overrides the application)?
From your description it sounds like you're getting tearing due to a lack of V-Sync.
hth
Jack
Have you got V-SYNC enabled? when you create your device (D3DPRESENT_PARAMETERS) what is your PresentationInterval setting. What is the value in your control panel (typically overrides the application)?
From your description it sounds like you're getting tearing due to a lack of V-Sync.
hth
Jack
the D3DPRESENT_INTERVAL_IMMEDIATE attempts to disable V-SYNC. Set it to D3DPRESENT_INTERVAL_DEFAULT or D3DPRESENT_INTERVAL_ONE and see if things are improved.
hth
Jack
hth
Jack
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