Cubemapped entities in 16bit mode (?)
Blitz3D Forums/Blitz3D Programming/Cubemapped entities in 16bit mode (?)
Any clue about why cubemapped ents get drawn behind
everything else in 16bit mode? how to fix this?
Thanks!
Paolo.
Cubemapping does not work correctly under 16 bit.
I think he guessed this.
In response to that though, it works fine for me, so no idea :(
Back when I used to test Blitz3D, we ran into problems with cube mapping and 16 bit. I spoke to nVidia about it and they wanted mark to get back in touch - it was broken on Geforce 2's...
Is it not slightly emulated? I heard from a thread on here, cubemapping, normal mapping were slightly software based and therefore not as fast. Any truth to that?
thanks!
I'm with with a GF2 actually, if it is only a gforce problem
then I can live with that, I will test with the on-board card
in my PC to see if the problem is still there ...
Cygnus,
What card do you have?
Paolo.
I've had a GF4 ti4200, and a GF 6800. I couldn't get cubemapping working at all pre GeForce-4.
Cubemapping works on my Geforce 2 MX. Well at least the old 'water' demo that was put together a long time ago works, as do the samples that come with blitz3d.
It also works in my GF2 in 32bit mode,
but I meant it doesn't in 16bit :)
Paolo
hmm, I tend to make alot of my low-spec games run in 16-bit. perhaps my habit of running 16-bit is the reason I couldn't get CubeMapping working Pre GF4?
Thanks Kevin !!!
It works perfect with WBuffer disabled, how is it that I didn't try that? :)
Now, another question,
What problems may I have if I disable WBuffer?
I mean, I'm now having more than 100 thousands lines of
"oddly" code, I'm not sure if I should change a GLOBAL setting like that ...
Paolo.
Maybe cubemaps need to use the z-buffer? The w buffer, as i remember, is a more linear way of the depth buffer, where as Z buffer is expontential. The probably you might suffer, could be overlapping of meshes/surfaces near each other. Such as decals and that.