Quote:
This would indeed indicate a driver bug. But I can't reproduce it here. I tried on several machines, even with GF 5500. Your dXDiag looks normal. Try the following:

Maybe this is not a bug, maybe it driver feature tongue , but it seems that I solved the problem, its seems problem in sphere.mdl rendering(6 view in center of this model), in theory this mesh do not render into 6-sided bmap, error occurs when video card try to processing 6-sided bmap(when engine render one of 6 views).
So if do not render this mesh(using NOFLAG1 in 6 views) , i see normal rendering laugh
There code
Code:
///*************************
/// cubemap rendering bug?? 
#include <acknex.h>
#include <default.c>
#include <mtlFx.c>



BMAP* cubemap ;
var res  = 128;
typedef struct {VIEW* front;VIEW* left;VIEW* back;VIEW* right;VIEW* top;VIEW* down;} CUBEV;
CUBEV cuberender;


function create_cube_render (CUBEV* dest)
{
	cubemap = bmap_createblack (res*6,res,16);
	bmap_to_cubemap (cubemap);
	dest.back = view_create(1);
	dest.back.bmap = cubemap;
	dest.back.arc = 90;
	dest.back.size_x = res;
	dest.back.size_y = res;
	dest.back.pos_x = 0;
	dest.back.pos_y = 0;
	vec_set(dest.back.pan,vector(180,0,0));
	set(dest.back,SHOW | NOFLAG1);
	
	dest.left = view_create(1);
	dest.left.bmap = cubemap;
	dest.left.arc = 90;
	dest.left.size_x = res;
	dest.left.size_y = res;
	dest.left.pos_x = res;
	dest.left.pos_y = 0;
	vec_set(dest.left.pan,vector(90,0,0)); 
	set(dest.left,SHOW | NOFLAG1);
	
	dest.front = view_create(1);
	dest.front.bmap = cubemap;
	dest.front.arc = 90;
	dest.front.size_x = res;
	dest.front.size_y = res;
	dest.front.pos_x = res*2;
	dest.front.pos_y = 0;
	vec_set(dest.front.pan,vector(0,0,0)); 
	set(dest.front,SHOW | NOFLAG1);
	
	dest.right = view_create(1);
	dest.right.bmap = cubemap;
	dest.right.arc = 90;
	dest.right.size_x = res;
	dest.right.size_y = res;
	dest.right.pos_x = res*3;
	dest.right.pos_y = 0;
	vec_set(dest.right.pan,vector(-90,0,0)); 
	set(dest.right,SHOW | NOFLAG1);
	
	dest.down = view_create(1);
	dest.down.bmap = cubemap;
	dest.down.arc = 90;
	dest.down.size_x = res;
	dest.down.size_y = res;
	dest.down.pos_x = res*4;
	dest.down.pos_y = 0;
	vec_set(dest.down.pan,vector(90,-90,0)); 
	set(dest.down,SHOW | NOFLAG1);
	
	dest.top = view_create(1);
	dest.top.bmap = cubemap;
	dest.top.arc = 90;
	dest.top.size_x = res;
	dest.top.size_y = res;
	dest.top.pos_x = res*5;
	dest.top.pos_y = 0;
	vec_set(dest.top.pan,vector(90,90,0)); 
	set(dest.top,SHOW | NOFLAG1);

}


MATERIAL* mtl_envMap1 =
{	
	event = mtl_envmap_view;
 	effect = "envMap.fx";
 	flags = ENABLE_VIEW;
}

action setcubemap()
{
	my.ambient = 40;set(my,FLAG1);
	vec_set(my.scale_x,vector(8,8,8));vec_set(camera.x,my.x);
	
	create_cube_render (cuberender); // render 6 views into cubemap
	mtl_envMap1.skin1 = cubemap; 
	my.material = mtl_envMap1;
	
	while (1)
	{
		if (key_e) vec_set(my.x,camera.x);
		vec_set(cuberender.front.x,my.x);
		vec_set(cuberender.right.x,my.x);
		vec_set(cuberender.back.x,my.x);
		vec_set(cuberender.left.x,my.x);
		vec_set(cuberender.top.x,my.x);
		vec_set(cuberender.down.x,my.x);
		wait(1);
	}
}

void main ()
{
	level_load ("map.wmb");def_move();
	ent_createlayer ("blood_gorge+6.tga", SKY | CUBE | VISIBLE,0);
	while (1)
	{
		draw_quad (cubemap,nullvector,0,0,0,0,100,0);
		wait(1);
	}
}




Quote:
This is not your fault because the engine has no command for converting a bone handle to a name. This will be implemented in the next update.

Great news, thanks))


A7 Commercial cool
Celeron 1700, GeForce 5500 FX 256mb, 1 Gb Ram