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Old March 17th, 2008   #61 (permalink)
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did you switch it to use opengl mode in the options menu?
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Old March 17th, 2008   #62 (permalink)
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I can't even GET there, this is weird...
I guess i'll find my copy of HomeWorld. I know it is lying around here...somewhere... I'll report once I'll get it working, thanks
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Old March 17th, 2008   #63 (permalink)
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lol, schumi had nearly the same problem.

unpack the dll's to the homeworld install folder and overwrite the originals, then run the reg file.
Attached Files
File Type: zip Homeworld updated video renderer.zip (378.6 KB, 6 views)
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Old March 17th, 2008   #64 (permalink)
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did it with out compt. mode. still had to force reset the pc lol

ok problem solved.
OpenGl mode works fine

Last edited by Degeon; March 18th, 2008 at 11:07.
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Old March 18th, 2008   #65 (permalink)
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you should email their tech support and make fun of them for not being able to keep up with you guys.
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Old March 18th, 2008   #66 (permalink)
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Well I don't know if I can even get support anymore from their last e-mail because I 'hacked their drivers' by hacked they are refereing to manually creating the registry entry that everyone else seems to have but I didn't, thats THEIR FAULT.

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Report the bug to the driver team for the open GL issue in our drivers at:

Catalyst Crew Feedback Program

Try to reproduce this on an actual game, hacks to the driver and Playstation emulation GPU plugins are not supported by AMD customer care.

You will need to continue technical support via forums.

Regards,

Idiots name

Customer Care
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Old March 18th, 2008   #67 (permalink)
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So, anyone care to find this exact issue in a PC game? It's the only chance ATI will fix it.

If only Pete's OpenGL plugins were open source, maybe a workaround could be implemented...
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Old March 18th, 2008   #68 (permalink)
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Quote:
Originally Posted by Clements View Post
So, anyone care to find this exact issue in a PC game? It's the only chance ATI will fix it.

If only Pete's OpenGL plugins were open source, maybe a workaround could be implemented...
i got a chance to use one of my desktops today that uses an ATI crossfire setup and i have noticable graphcial issues in quake 4 on it. next time i get a chance i will post a screenshot but its similar to what is being seen here. have any of you tried talking to pete directly and seeing if he can do something about it?
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Old March 18th, 2008   #69 (permalink)
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Pete said he'll release the source code after 10 years of the first release, iirc it's March 9 2009, don't quote me on that one, i may be wrong.
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Old March 19th, 2008   #70 (permalink)
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Quote:
Originally Posted by 3x3cUt0r View Post
Pete said he'll release the source code after 10 years of the first release, iirc it's March 9 2009, don't quote me on that one, i may be wrong.
Blimey, 10 years?has it been that long already? time sure flies by...maybe if someone could talk to pete and tell him of our problems, he'll be able to find a soluion? unless he won't work on them anymore...

I remember another member claiming to have a similar problem in another game he has, don't remember who and where it is.(something about boats?)
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Old March 19th, 2008   #71 (permalink)
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He simply blamed Ati, didn't care to make a workaround, unfortunately.
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Old March 19th, 2008   #72 (permalink)
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didn't care to make a workaround, unfortunately.
We shouldn't have to make hacks to make up for ATI's sheer incompetence with thier driver staff >.<
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Old March 19th, 2008   #73 (permalink)
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Depends on what you mean by incompetence... What if every pc game is working properly on OpenGL? If it is, then they have the right to do what they want.
I hope some OpenGL demo or game is broken because of their " incompetence", else they don't need to fix their drivers because of emulation.
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Old March 19th, 2008   #74 (permalink)
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ive got some visual glitches similar to what is being shown here on my other system when playing a game like quake 4. while im not going to say im 100% certain of this, i think i can safely assume that there is a very real possibility that this is something that is widespread and not limited to emulation. next time i get a chance to use my other system i will get some screen shots up so you can see what im talking about.
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Old March 19th, 2008   #75 (permalink)
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Well I show no problems in Homeworld....
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Old March 20th, 2008   #76 (permalink)
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and I can't find any problems with Quake 4.
guess that the calls pete's uses in his OpenGL plugin are unique... or at least uncommon at best. without knowing what these are we're gonna have a hard time debugging those
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Old March 20th, 2008   #77 (permalink)
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Depends on what you mean by incompetence... What if every pc game is working properly on OpenGL? If it is, then they have the right to do what they want.
I hope some OpenGL demo or game is broken because of their " incompetence", else they don't need to fix their drivers because of emulation.
The thing is, a driver bug is still a bug. Doesn't matter if its emulation or not.

What if, for instance (and this is a REAL scenario), I write a program that makes use of NPOT textures. Nvidia cards can handle them fine. ATI cards, however, completely choke on them, however, NPOT texture support is in the OpenGL specs. Thats what I call incompetence. ATI SHOULD write drivers that follow the specs. If NVIDIA can, why can't ATI? >.< And ATI has had severe driver issues like this for several years and never took notice.

I could also go on all day about how shoddy ATI's GLSL shader compiler is, but thats another tale.

The point is, ATI has had bugs in thier OpenGL ICD, and they should be fixed by now. And they are not. And ATI Linux driver support is even worse.
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Old March 20th, 2008   #78 (permalink)
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As mudlord said to me, such problems can result due to broken Vertex Array,.. and blimey, look in the dump logs you posted,

Code:
GL_ARB_vertex_blend was not found, but is available in driver version 6.14.10.6847 
GL_ATI_vertex_array_object was not found, but is available in driver version 6.14.10.6847 
GL_ATI_vertex_attrib_array_object was not found, but is available in driver version 6.14.10.6847 
GL_ATI_vertex_streams was not found, but is available in driver version 6.14.10.6847 
GL_ATIX_vertex_shader_output_point_size was not found, but is available in driver version 6.14.10.6847
This is what happens when you go about mass pruning compatibility extensions without any form of forethough, ATI's driver team should be sacked on this principal alone.

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Originally Posted by Degeon View Post
and I can't find any problems with Quake 4.
guess that the calls pete's uses in his OpenGL plugin are unique... or at least uncommon at best. without knowing what these are we're gonna have a hard time debugging those
mudlord could easily create an opengl tester which outputs the same triangular artifacts, if he had the time.

ATI has factually never been a fan of OpenGL, and i wouldn't be surprised if those conniving bastards did this deliberately.

Last edited by Squall-Leonhart; March 20th, 2008 at 16:46. Reason: Automerged Doublepost
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Old March 20th, 2008   #79 (permalink)
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I actually did think they did this to save space on their drivers or something ... due to the fact it isn't used on pc games.
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Old March 20th, 2008   #80 (permalink)
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a simple fix is to role back to catalyst 7.4.

when i had my x1600 anything higher than that catalyst version would break petes openGL plugin like the first post.

*cant remember if its 7.3/7.4
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