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#1 (permalink) |
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Registered User
![]() ![]() Join Date: Apr 2001
Location: Germany
Posts: 179
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This is a message for Pete!
Pete, is there a way to let the alpha multipass function in your OpenGL driver work like the one for D3D? I don't like the big black triangles that appear with some objects on the screen. (GT2: tachometer; Dragon Ball Final Bout: the town wallpaper;...) NB: I'm using the OGL driver because it's faster with my video card.
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pIII 667MHz - 128MB - ATi RAGE 128 32MB - Win98SE |
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#5 (permalink) | |
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Registered User
![]() Join Date: Apr 2001
Location: In my house
Posts: 83
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Quote:
![]() This problem doesn't pass with the plugin d3d in 16bit, but OpenGL is the best ![]() Anyway, who wants to play in color depht of 16bit these days? ![]() Plugin: Pete's OpenGL Driver 1.1.50 Author: Pete Bernert Resolution/Color: - 800x600 Fullscreen - Desktop changing [32 Bit] Textures: - R8G8A8A8 - Filtering: 2 - edge clamping supported - Caching: 2 - 128 textures usable Framerate: - FPS limit: on - Frame skipping: off - FPS limit: Auto Compatibility: - Offscreen drawing: 4 - Framebuffer texture: 1 - Alpha multipass: on - Mask bit: off - Advanced blending: on (hardware) Misc: - Scanlines: off - Line mode: off - Unfiltered FB: off - Dithering: off - Full vram: off - Game fixes: off [00000000] |
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#7 (permalink) | |
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Registered User
![]() Join Date: Apr 2001
Location: In my house
Posts: 83
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Quote:
Last edited by glide4ever; June 25th, 2001 at 21:20. |
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#8 (permalink) |
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Registered User
![]() ![]() Join Date: Apr 2001
Location: Germany
Posts: 179
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I know now why it is so!
Certain combinations of texture settings, alpha multipass and filtering give sometimes bad results. I'm using 4444 textures now (was 5551) and I don't have the problem anymore (that's why pete says: bad transparency, I understand now!). Depending on the game, one can use standard or extended filtering to remove the last glitches!
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pIII 667MHz - 128MB - ATi RAGE 128 32MB - Win98SE |
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