After Pit told me to check the OpenGl wrapper out I did, and I like it. I don't have it yet as fast as D3D but with some tweaking it should get there. And the colors seem less "bleached" than D3D (this may be my d3d settings though). And I figured out how to regain the "detailing", which there prob should be a small tut thread Enabling Detailing within Textures, with the small steps, since the default doesn't have detailing active.
But the only thing I notice is a "separation" while moving, mainly in the center view. For example if I stand in front of the box in Deck16, and dodge back and forth while looking at the center of the box, the box will split in the middle of the box and the two halfs come unglued. Not tremendously as I've seen in the Glide wrappers, but definitely noticeable while in movement.
It's not huge, I can live with it if it can't be corrected, but it would be cool to fix that, whatever is causing it.
It's not possible to take a screenshot of this, as it seems to be some type of layer that doesn't PScreen.
It kind of resembles a "swaying motion", and then a separation near the center view.
Thanks for any help in correcting this problem!
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It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
Center View Separation
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TCP_Wolf
- Administrator
- Posts: 1078
- Joined: Sun Mar 03, 2002 12:04 pm
Re: Center View Separation
Use an external screen shooter, not Unreal because Unreal re-renders the the screen when "shot".
-=]HONESTY PAYS[=-
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stranger
- Posts: 1
- Joined: Tue Dec 06, 2005 2:01 pm
Re: Center View Separation
Sounds like tearing, a condition seen when the games frame rate exceeds the displays' refresh rate. You can minimize or reduce this by turning on vsync.
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stranger
stranger
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Shambler
- OldUnreal Member
- Posts: 310
- Joined: Thu Jun 27, 2002 1:57 pm
Re: Center View Separation
Why do you think that? The OpenGL code seems to upload the current data directly from the video card memory.Use an external screen shooter, not Unreal because Unreal re-renders the the screen when "shot".
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TCP_Wolf
- Administrator
- Posts: 1078
- Joined: Sun Mar 03, 2002 12:04 pm
Re: Center View Separation
I read that somewhere... I could be wrong. I don't trust the "shot" command either way because it messes up totally in windowed mode... what you see is NOT what you get...
-=]HONESTY PAYS[=-
