Original Post
Hi all,
I recently upgraded my Geforce 2 GTS to a blistering Geforce 4 Ti 4400.
Trouble is the 3D application I''m developing is now exhibiting some strange artifacts..
The problem seems to be with the object transformations to world space. Each object in my world is tranformed to it''s world position by defining a pitch,yaw,roll angle and translation to the world position. This allows me to orientate it at any angle.
With the Geforce 2 this all worked great.
With the same app running on Geforce 4, any objects which have pitch applied, seem to render incorrectly. They appear in the wrong places, completely corrupted !!
Does anyone have any clues as to why this may be, or can anyone point me in the direction of where to look for this nasty...
Did something change in the transformation pipeline between Geforce 2 and 4 ? I know that G4 now supports pixel shaders etc, could it be to do with this not being configured correctly (i.e. is there something I need to set in order to tell it to act like a Geforce 2 ? )....
Yours puzzled,
Andrew