"Five exclamation marks, the sure sign of an insane mind."
- Terry Pratchett
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Query FailedNico
Saturday, December 25, 2004

Yup, upgrading to 71.20 drivers fixes the problem.

Demigod
Friday, December 24, 2004

Thanks for the new demo

It works great on my 6800gt 71.20drivers. I have vsync on but its constant @120fps @12/9. I think the effect looks great it would add some realism to games if used.

Merry Christmas + Happy New Year

RAMman
Thursday, December 23, 2004

Looks quiet well, and runs with a decent speed too.
How do you belive this approach fares against the one used in the Ruby demo, which was discussed by Thorsten Schuerman?
I belive the other approach is a little better looking, though it runs a little slower on my 9800 XT, because I had to split it into multipass rendering (too long fragment program originally). But surely this method looks nice too. It does have some aliasing artifacts though, when you get very close to an object.
Great demos in generel. I am thinking about implementing your water demo in a rain/lightning application im doing, should look good for a puddle of water.

mao
Wednesday, December 22, 2004

About this possible 6800 driver bug, I have some things to say. First of all, I'm also experiencing the same problem with my engine, and I've been able to reproduce the error on a small, self-contained application.

Apparently there is a sequence of GL calls that causes all the trouble, and blending calls are one option. I also discovered that disabling calls to one of either glTexImage2D, glDepthMask, glUseProgramObject(0) (ie, unbinding a shader program), and some others, can make the application run fine, but with obvious wrong results.

I also first noticed the problem by turning off the font rendering in one of my demos.

I have contacted nVidia support, yet I still got no response. I also posted the problem with the full source to the sample app on the shadertech forum, yet no one has posted a reply.

Then again, this might sound strange, but I'm quite relieved in finding others with the same problem. Maybe one person can't get nVidia's attention, but some might.

BTW, anyone interested in fiddling around with the code can get it on my post on the shadertech forum, at http://www.shadertech.com/forums/viewtopic.php?t=3358

This sample app uses SDL just to get the GL context, it should be no problem porting it to GLUT or whatever.

Cheers,
M.

Humus
Tuesday, December 21, 2004

Well, I got it veryfied from another guy that disabling the FPS counter indeed allowed the demo to run on the 6800, so you're right the blending with that font somehow causes it. Sound like quite an odd driver bug, but it can be dodged by simply editing this registry key to disabled the FPS counter.

HKEY_LOCAL_MACHINE\SOFTWARE\Humus\ShowFPS
Set it to 0.

Nico
Monday, December 20, 2004

And a last non-technical remark: imo the focus change is way too slow :-)

Nico
Monday, December 20, 2004

Somewhat "fixed"...leave everything as is, only uncomment rendered.cpp line 76 (changeBlending(...)).
Even better: uncomment only app.cpp, line 503 (setBlending(...)). Seems like some driver thing triggered by this order of gl commands (?) - if some nVidia guy reads this, you might want to check it.

Nico
Monday, December 20, 2004

If I uncomment Main.cpp line 288 (drawScene(j), then the app runs (with a black screen of course), but REALLY REALLY slow - I'm able to move the mouse every 5 seconds for a very short time. The rest of the time the screen is frozen. Software driver fallback for some reason perhaps?

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