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Strange behaviour of ATI 5xxx with regards to multisampling

category: general [glöplog]
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You have to want to see it.
added on the 2010-05-28 11:23:29 by doomdoom doomdoom
phimosis?

damn how can I solve this shitty issue...
added on the 2010-05-28 11:41:37 by Navis Navis
Code: if (strstr(glGetString(GL_VENDOR), "ATI")) { MessageBox(NULL, "Your GPU is from The Former Republic of Yugoslavia", NULL, MB_OK); exit(-1); }
added on the 2010-05-28 11:58:19 by kusma kusma
more suitable forum

or http://www.opengl.org/
added on the 2010-05-28 14:12:27 by ponce ponce
Navis: if it works on the 4000 series and lower, and NVidias, it's a driver issue. Just move along, and wait for the next driver release.
added on the 2010-05-28 16:38:58 by xernobyl xernobyl
Navis: if it works on the 4000 series and lower, and NVidias, it's a driver issue. Just move along, and wait for the next driver release.
added on the 2010-05-28 16:38:58 by xernobyl xernobyl
Thanks for the explanation.
added on the 2010-05-28 16:41:35 by raer raer
I insist. It's a dog-nose-sniffing adventurer!
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added on the 2010-05-28 23:40:24 by xTr1m xTr1m
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added on the 2010-05-29 06:28:14 by andr00 andr00
andr00: hahaha, my favourite hero strikes back :D
added on the 2010-05-29 09:09:39 by substrate substrate
navis:

just a few things:

is it definately the depth writes that are wrong or maybe just resolve/render from texture is just wrong in viewing it?

I would expect tiles to be something like 4x4, 8x8 tbh.. are you setting any sort of texture compression at all for the texure bound to the rendertarget?

so, your depth/stencil format is a d24;s8? could it be that you are reading back the wrong components (e.g. reading 8 bits stencil + 16 bits depth instead of the 24bits and converting it to floating point)?

I have actually seen these tiled based problems which related to z-cull/deph-cull settings not being correct, but that was on ps3.

anyway... a few things I thought to note ;)
added on the 2010-05-29 18:16:31 by dv$ dv$

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