Modulate 2X Do I Need...

Miscellaneous Forums/General Discussion/Modulate 2X Do I Need...

... directx 9 or should it work on a GeForce2 with dx8.1?

thx

--Mike

No. It should work just fine with dx8.1 unless there's something wrong with your drivers.

k... thx JJ...

--Mike

works fine on my old GF2.

Also works very well on DX7.

It should work fine on all the hardware that is currently common; GF2 and up, basically. Prior to the GF2 I can't support. Since I have a GF2 MX in my test machine, I can safely say that it works fine.

I'm not sure what ATI series of cards is in the same line as the GF2 though, so no idea on that front.

I've found that on some onboard "intel" graphics cards when I've created a level that used multiplyx2 blending the level appears all white as if it is not textured.

Integrated chips will always give you trouble; laptops are just not designed for gaming (well unless you're prepared to pay $$$).

I've found that on some onboard "intel" graphics cards when I've created a level that used multiplyx2 blending the level appears all white as if it is not textured.

Yes, this sounds like a Blitz3d bug I reported which has been routinely ignored for years, as with many Blitz3d bugs. I found that putting a cubemap on any texture stage but stage zero made the entire mesh render pure white on some videocards. I haven't experienced the same thing with Mod2x blending but it wouldn't surprise me.

Of course with a cubemap, you're often using Additive blending, so it doesn't matter once you're aware of the bug. You just switch the cubemap to stage zero and off you go. With Mod2x blending, you can't really do that, I guess.

I'm not sure what ATI series of cards is in the same line as the GF2 though, so no idea on that front.


Well the Radeon 8x00's were equivalent to GF3's, so I'm pretty sure the 7x00's were on the same level as GF2's. Back then, of course, Radeons were a bit behind the times, so I'm not sure if they support Mod2x or not.

it occured on a GeForce2MX4something... i had put up a mesh that i lightmapped in Gile[s]... a lil trick i use is to add the normal map as texture stage 1 with dot3 option checked, and the regular uvmap as stage 3 (2 is reserved) with mod2x checked...

it looked fine on my GeForceFX 5200 and Radeon9200 machines, but when i ran it on the GeForce2MX system, the textures were flat and washed out...

redoing the same thing with a different mesh without Mod2 on texture stage 3 resulted in a normal display...

on the surface, the fault looked to be the mod2x textures... i dunno for sure...

--Mike