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sigh at drivers

Postby revelator » Thu Jun 30, 2011 4:13 am

i beeden having a load of trouble lately getting my realm engine to work correctly spent literally weeks on trying to fix a graphical glitch
where fullbrights turn of models dissapear shadows are fubared and other goodies.

guess what my engines fine but the latest driver from nvidia...

yep guessed it its broken.

so why did it take this long for me to figure that out well i focussed on getting this bug squshed so i havent played a lot then today i thought to hell with it and loaded up daikatana just for giggles and guess what same crap :evil:

well its an old game and it had some rather annoying bugs in its time so i decided to load up a line of old games to see which broke
and pretty much any old id tech up to id tech 3 showed the same signs.

needless to say im pretty annoyed :(

so if you got a nvidia card and experience weird glitches with the 275.33 driver now you know why ;)
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Postby mh » Thu Jun 30, 2011 9:43 am

Heh, that's why I moved to D3D... :twisted:
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Postby revelator » Thu Jun 30, 2011 3:42 pm

...

i want my two weeks and hair loss refunded :P
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Postby mh » Thu Jun 30, 2011 4:01 pm

I spent a year... :lol:
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Postby revelator » Thu Jun 30, 2011 4:34 pm

damn must be bald by now then :P :lol:

tbh errors happen but im starting to doubt microsofts driver signing shite having the effect it should have, one should asume a WHQL signed driver to be at least measuring up to some standards :( i guess not.
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Postby mh » Thu Jun 30, 2011 5:32 pm

Driver signing doesn't really apply to OpenGL though, it's ARB conformance testing that's really at fault here. And unfortunately conformance testing has been incredibly weak for many years now (I don't think the 3.x tests are even available yet...) so vendors are largely free to do what they want.

I forgot to follow up on your PMs, by the way...
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Postby revelator » Sat Jul 02, 2011 2:06 pm

hmm ok that sucks :( well i can get around it but im a bit scared that next time they update the drivers it will break again cause i had to disable bits and pieces.

I forgot to follow up on your PMs, by the way
Code: Select all

np m8 might have been busy :) 

in the meantime i finished the new gcc builds for mingw32 and 64
and link time optimization seems to be in working order again also.

and the 64 bit builds can finally bootstrap themself again  :D

might want to have a look at the new version as a backup compiler gcc now supports core i7 processors.

as for quake stuff i started development again on an old project of mine based on the last tomazquake.

where telejano added tons of stuff i probably removed more  :lol: 
but you gain scriptable particles/decals and im probably going to add your resource loader for default effects so it can run without external data but have the option to specify your own particle images/fonts if you need a different effect.

im also trying to port your normalmap code over and if succesfull ill probably post a tut since it will be useable on a standard quake engine (btw we really need more of the new stuff in the tutorial sections).

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Postby revelator » Mon Jul 04, 2011 9:05 am

i dug around some and found one

http://cgit.freedesktop.org/piglit
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