"Patriotism ruins history."
- Goethe
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Query FailedtEd
Monday, August 1, 2005

screenshot forced pixelformat 16/ MSAA 6x

http://www.gaeugf.ch/ted/mohaa1.jpg

tEd
Monday, August 1, 2005

pixelformat 15/16 works but i get some of the see through dithering artefacts i also get in serious sam second entcounter

Humus
Monday, August 1, 2005

You can use glview to list pixel formats. Select one with DBuf = 1, Multisample = 6 (for instance), Acc Buff = 0, ColorBits = 32. On my X850 the pixel format 15 is what I use, but it may be different on your machine depending on card and driver.

tEd
Sunday, July 31, 2005

Here screenshot how it looks like

http://www.gaeugf.ch/ted/mohaa.jpg

tEd
Sunday, July 31, 2005

..and how do i know which pixelformat i need. There are alot of them and tried 1 or 2 but i only get a flickering screen

Hans Millard
Sunday, July 31, 2005

sehr gut Saite. Was machen Sie mein Freund?
keep it up !

Humus
Sunday, July 31, 2005

HL2 doesn't use mipmapping on their alpha-tested textures. I tried implementing some automatic mipmap generation, but it turned out to require quite a bit of management under the hood to work nicely so I dropped the idea.

As for black squares, it sounds like the multisampling didn't work. Note that the ForceMMSAMode option only overrides the ChoosePixelFormat() functionality, so if the games doesn't use the returned pixel format for some reason it's not going to work. The ForcePixelFormat option on the other hand overrides the SetPixelFormat() functionality, so it's always going to work. Try using that instead.

tEd
Saturday, July 30, 2005

Humus why is it that in hl2 only very close object get alpha to coverage while as soon as they are a little further away no impact whatsoever.

btw boiling point chrashes with the override and in MOHAA i get big black and grey squares where the leafes should be

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