Give this code a run using the Nvidia drivers v44.03. Not the tidiest bit of code you'll ever see but it demonstrates my problem (as far as i can tell, relating to hugely scaled-up entities and something to do with fog).
I never had this problem pre-44.03. Disabling fog solves the problem on my GF2MX system, but Idigicon reckon the problem is still there on their PCs (I don't have their PC specs to hand).
Ideas? Does anyone with any other type of Nvidia card get this problem?
Graphics3D 800,600,16 SetBuffer BackBuffer() Camera = CreateCamera() CameraFogMode camera,1 CameraFogColor camera,255,255,255 MoveEntity camera,0,2,-5 Tex = LoadTexture("texture.jpg") ;<<<use any texture here sprite = CreateSprite() SpriteViewMode sprite,2 EntityTexture sprite,tex TurnEntity sprite,90,0,0 ScaleSprite sprite,500,500 While Not KeyDown(1) TurnEntity camera,0,1,0 UpdateWorld RenderWorld Flip WendYou'll see upon running it that the 'ground' fades between its normal texture and white (the fog colour), depending on the camera angle. I originally noticed this problem in MaxxGP, which uses a quad for the ground, exported directly from 3DSMax4 as a 3DS model.
I never had this problem pre-44.03. Disabling fog solves the problem on my GF2MX system, but Idigicon reckon the problem is still there on their PCs (I don't have their PC specs to hand).
Ideas? Does anyone with any other type of Nvidia card get this problem?