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Mace2
01-25-2004, 11:47 PM
Hi all.
I have a tileset which i used to render with a vertex array for greater speed rather than plain old glBegin and GL_TRIANGLES. However, ive had 2 reports that this have been completely invisible on the screen on a comp with built in gfx card, and a another with voodoo3.

I then tried rendering the tiles to a buffer, grabbing the screen pixels and saving it all in textures (of max size 256x256 each), then render these in a experiment to try and see if they could see that instead. It ALMOST worked on the built in gfx card, but at the bottom of each tile, a black line is visible and on the voodoo3 its even more messed up.
(Textures are rendered with GL_TRIANGLE_STRIPīs).

Any ideas how to render this project with the best compatibility for all cards?
Updating drives is a sollution but id rather get this working as it is if i can.

Its worked great for 99% of the cases, but not the other poor suckers :)

Any ideas?

/Mace

Korval
01-26-2004, 09:08 AM
Is backface culling on? Did you set it explicitly to a particular face?

Mace2
01-26-2004, 11:08 AM
Backface culling is off and not enabled anywhere through out the rendering pipeline

jwatte
01-27-2004, 11:49 AM
Less conformant grahpics cards may have issues with texel positioning, so you may be getting the border color.

Or perhaps you've only tested on a GeForce2 before, which sets GL_CLAMP_TO_EDGE automatically, and thus forgotten to set that when you want it?

Without screen shots, it's hard to tell what else could be wrong.