Look here
bug screenshot and description
http://www.tauniverse.com/forum/showthread.php?t=38216
Strange bug with SIS graphics
- zuzuf
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hm, it seems its video card doesn't support some feature used by TA3D like texture compression or non power of two textures or more probably a combination of some of those features (like for ATI cards).
He should try to rebuild the game with some modification to run with ATI workarounds ... Here is how he should do that:
edit the gfx.cpp file and search for:
replace it with :
then rebuild the game, ATI workarounds will be enabled.
If that doesn't work he can try to reduce the size of the textures in the ta3d/gfx directory.
To build the game in a win32 environment, you can use Door's package that ships with all the mingw32 environment and see its page for details:
http://ta3d.freedoors.org/
PS: I don't have SIS hardware so I can't fix it by testing myself ...
He should try to rebuild the game with some modification to run with ATI workarounds ... Here is how he should do that:
edit the gfx.cpp file and search for:
Code: Select all
ati_workaround = strncasecmp( (const char*)glGetString( GL_VENDOR ), "ATI", 3 ) == 0; // Enable ATI workarounds if we have an ATI card
Code: Select all
ati_workaround = true; // Force ATI workarounds
If that doesn't work he can try to reduce the size of the textures in the ta3d/gfx directory.
To build the game in a win32 environment, you can use Door's package that ships with all the mingw32 environment and see its page for details:
http://ta3d.freedoors.org/
PS: I don't have SIS hardware so I can't fix it by testing myself ...
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- zuzuf
- Administrateur - Site Admin
- Posts: 3281
- Joined: Mon Oct 30, 2006 8:49 pm
- Location: Toulouse, France
- Contact:
I've looked for the SIS Mirage 3 chipset to see its features ... it seems very limited even if its flagged "DX9" there is no vertex shading only T&L (which is enough for TA3D) but I don't think its capable of handling large textures like those that are used in TA3D menus as backgrounds ... since they are 1600x1200 or 1280x1024 textures ... since they aren't power of two sized and if the SIS doesn't support non power of two texture it might produce really big textures (they may be stretched to power of two textures) which cannot be handled by this chipset ...
so I added a small workaround : the GFX module does some magic when a texture is too big and stretch it down to something that can fit in the maximum texture size ... but it might not be enough, since it can also be a texture compression problem ... so I'll enable the ATI workarounds with SIS graphic hardware ... it should work but will require much more video memory.
so I added a small workaround : the GFX module does some magic when a texture is too big and stretch it down to something that can fit in the maximum texture size ... but it might not be enough, since it can also be a texture compression problem ... so I'll enable the ATI workarounds with SIS graphic hardware ... it should work but will require much more video memory.
=>;-D Penguin Powered
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