sigh at drivers
Moderator: InsideQC Admins
8 posts
• Page 1 of 1
sigh at drivers
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
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
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
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
-

revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
damn must be bald by now then
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.
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
-

revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
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...
I forgot to follow up on your PMs, by the way...
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
-

mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
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).
-

revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
8 posts
• Page 1 of 1
Who is online
Users browsing this forum: No registered users and 2 guests