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Either my card doesn't support it, or ... o.O
Posted: Tue Feb 02, 2010 9:16 pm
by unregistered
Just found that UseMultiTexture = TRUE on a MX440 causes the whole world to become slighly translucent, noticiable only when you get close to surfaces, which ends up forcing the render to render everything that shouldn't be seen trough walls.
Happens in OpenGL. In D3D9 doesn't seem to happen, odd.

According to gpu-z and ued log the card does support gl_arb_multitexture.
Still testing what causes fog to be rendered "behind" water, like in the intro map, the fog when the camera flies under the bridge seems to "clip" behind the water. Also in some maps I see fire textures being rendered behind masked textures, like grates. Something with z-buffer I think.

Found that disabling multitexture causes fog to be rendered "behind" zone portals, however, enabling multitexture still makes no difference in fog being rendered "behind" fake backdrop surfaces.
D3D9 renders darker, like opengl with OneXblending enabled. But I don't use D3D9 because I see ugly color banding on the menu and because gamma seems to lock under D3D9.
Re: Either my card doesn't support it, or ... o.O
Posted: Wed Feb 03, 2010 1:00 am
by []KAOS[]Casey
MX440s have a strange architecture. During and before those days, 3d standards were not yet finished, and they still aren't really.
You're probably having an issue with an odd buffer or a different implementation of multi texture arrays.
Still, weird to see those issues.
Re: Either my card doesn't support it, or ... o.O
Posted: Wed Feb 03, 2010 1:58 am
by unregistered
Re: Either my card doesn't support it, or ... o.O
Posted: Wed Feb 03, 2010 6:06 pm
by GreatEmerald
Still testing what causes fog to be rendered "behind" water, like in the intro map, the fog when the camera flies under the bridge seems to "clip" behind the water. Also in some maps I see fire textures being rendered behind masked textures, like grates. Something with z-buffer I think.
That happened to me as well, don't remember which card though, maybe it was Intel Integrated.
Re: Either my card doesn't support it, or ... o.O
Posted: Wed Feb 03, 2010 7:03 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
Still testing what causes fog to be rendered "behind" water, like in the intro map, the fog when the camera flies under the bridge seems to "clip" behind the water. Also in some maps I see fire textures being rendered behind masked textures, like grates. Something with z-buffer I think.
That happened to me as well, don't remember which card though, maybe it was Intel Integrated.
It had to be very old then, I have GMA 950 and Unreal doesn't have any rendering problems.

Re: Either my card doesn't support it, or ... o.O
Posted: Wed Feb 03, 2010 9:07 pm
by GreatEmerald
By default it doesn't, that only happens if you enable Multitexture or onestep something, can't really tell right now.
Re: Either my card doesn't support it, or ... o.O
Posted: Sun Feb 07, 2010 11:48 am
by unregistered
D3D8 and 9 show another bug here. For some reason ASMD shock balls render BEHIND masked textures, as well as the shock combo. Zrange = true or false seems to have no effect in this.
Re: Either my card doesn't support it, or ... o.O
Posted: Sun Feb 07, 2010 12:07 pm
by Smirftsch
D3D8 and 9 show another bug here. For some reason ASMD shock balls render BEHIND masked textures, as well as the shock combo. Zrange = true or false seems to have no effect in this.
thats known and should be fixed already for 227g iirc, it's missing STY in defaults for it.