1 registered members (monarch),
1,259
guests, and 5
spiders. |
Key:
Admin,
Global Mod,
Mod
|
|
|
Re: "Texture too big for 3D card" issued, but isn'
[Re: Matt_Aufderheide]
#60911
01/04/06 15:25
01/04/06 15:25
|
Joined: Jun 2003
Posts: 1,017 Germany
Thomas_Nitschke
OP
Senior Developer
|
OP
Senior Developer
Joined: Jun 2003
Posts: 1,017
Germany
|
Thanks jcl. I send you another email with more details in it because unfortunately, this is not solving it yet: The texture _is not_ too big. My system is not an old one either. That's what's so weird about the whole thing.
Formerly known as The Matrix - ICQ 170408644
I've been here for much longer than most people think. So where's my "Expert" status?
|
|
|
Re: "Texture too big for 3D card" issued, but isn'
[Re: Excessus]
#60913
01/06/06 13:22
01/06/06 13:22
|
Joined: Jun 2003
Posts: 1,017 Germany
Thomas_Nitschke
OP
Senior Developer
|
OP
Senior Developer
Joined: Jun 2003
Posts: 1,017
Germany
|
The thing is, Excessus, it doesn't get rendered! I mean, a warning message being issued because older systems might have problems with it is okay but this one why ever causes the texture not to render at all!
@jcl: I sent you another Mail.
Formerly known as The Matrix - ICQ 170408644
I've been here for much longer than most people think. So where's my "Expert" status?
|
|
|
Re: "Texture too big for 3D card" issued, but isn'
[Re: jcl]
#60916
01/13/06 15:10
01/13/06 15:10
|
Joined: Jun 2003
Posts: 1,017 Germany
Thomas_Nitschke
OP
Senior Developer
|
OP
Senior Developer
Joined: Jun 2003
Posts: 1,017
Germany
|
Now that's strange. As I said, it ran perfectly on my system with 6.31.4, even after having bought my new graphics card (gf4 ti4200, 64MB -> gf6800 gt, 256 MB). I'm still confused due to the fact that the cubemap is not as big as 4096x4096 which is not only the texture size limit for my new card, but also for the older gf4, if that is of any help to you. Weird thing...
Formerly known as The Matrix - ICQ 170408644
I've been here for much longer than most people think. So where's my "Expert" status?
|
|
|
Re: "Texture too big for 3D card" issued, but isn'
[Re: jcl]
#60918
01/14/06 15:28
01/14/06 15:28
|
Joined: Jun 2003
Posts: 1,017 Germany
Thomas_Nitschke
OP
Senior Developer
|
OP
Senior Developer
Joined: Jun 2003
Posts: 1,017
Germany
|
Of course. Here you go: First test:This is what it _should_ look like: This is what it _does_ look like: Second test:3072x512 pixels, TGA with RLE-compression, no alpha: Not showing up 1536x256 pixels, TGA with RLE-compression, no alpha: Not showing up 768x128 pixels, TGA with RLE-compression, no alpha: Not showing up 384x64 pixels, TGA with RLE-compression, no alpha: Not showing up But all of them are rendered properly when doing the level-load workaround I posted before (loading another level, then reloading the original one)! Notice: Neither in the materials, nor in the effects-sections of my scripts did I change anything since the time when I was still using 6.31.4. Unfortunately, I couldn't test it with 6.31.4 as I have only one computer up and running and don't feel like reinstalling 3dgs completely. If it is really, really necessary, I will do, but since you can see what the shader effect is supposed to look like with the workaround (did the screenshot that way), I'll stick with 6.4 for the moment.
Last edited by The Matrix; 01/14/06 15:29.
Formerly known as The Matrix - ICQ 170408644
I've been here for much longer than most people think. So where's my "Expert" status?
|
|
|
Re: "Texture too big for 3D card" issued, but isn'
[Re: Thomas_Nitschke]
#60919
01/16/06 09:44
01/16/06 09:44
|
Joined: Jul 2000
Posts: 27,987 Frankfurt
jcl
Chief Engineer
|
Chief Engineer
Joined: Jul 2000
Posts: 27,987
Frankfurt
|
Ok, I looked into your shader code and probably found the bug. Its unrelated to 6.4 and also unrelated to the bitmap size.
function eff_initWater() { //enable: Use mipmap stages //help: This enables mipmapping on pixelshaded water surfaces. //help: Note: Mipmaps may slow down the rendering process on //help: older graphics cards. define mips;
bmap_to_cubemap(mtl.skin1); ifdef mips; bmap_to_mipmap(mtl.Skin1); endif; .....
Replace this by:
function eff_initWater() { bmap_to_cubemap(bmap_to_mipmap(mtl.Skin1)); .....
You have to create mipmaps _before_ converting your texture. A converted texture has a different format. Mipmap creation just overwrites it and renders it unuseable.
Most 3D cards just ignore the mipmap instruction here, but your GeForce card obviously attempts to create mipmaps and thus destroys the environment effect.
The same, of course, applies to normal, bump, tangent, or other special bitmaps.
|
|
|
Re: "Texture too big for 3D card" issued, but isn'
[Re: jcl]
#60920
01/16/06 17:37
01/16/06 17:37
|
Joined: Jun 2003
Posts: 1,017 Germany
Thomas_Nitschke
OP
Senior Developer
|
OP
Senior Developer
Joined: Jun 2003
Posts: 1,017
Germany
|
I would never have thought of that! Thanks jcl, its working now! Strange though that the uncorrected code worked with 6.31.4, but never mind it works and that's all it is supposed to do
Formerly known as The Matrix - ICQ 170408644
I've been here for much longer than most people think. So where's my "Expert" status?
|
|
|
|