I never wanted to have an ATI cause of OpenGL issues I can read all over the forum. As I got a great deal, I finaly bought a 5870 and here is the result :
I first disabled clouds and shorewaves to avoid instant crashing. And then this is what I get with smooth scroll and widget redrawing minimap. Transparency looks to fail.
Tried catalyst 10.9, 10.8, 10.7, 10.4, atihacks (dunnow what this does) but it's a no go.
What can I do except waiting for drivers that work and fail along versions ?
Summary :
- Lua using GL_POINT is failing in this way - The size you define doesn't work, it's always the same size drawn - A C++ hellogl app gave me good results with Gl_POINTS. The point size worked
Maybe something brakes the LUA GL context and always give the same point size. But this only happens with my ATI. Weird
Last edited by Masure on 17 Oct 2010, 15:37, edited 3 times in total.
After the game started, those start points will be removed and with them those huge bubbles. That aint nice actually, but tbh i never had use for the benefits of Red Minimap anyway, so *I* can live with it. If you can is up to you ofc.
GL_POINTS fails as it doesn't take glPointSize into account.
Code:
function widget:GetInfo() return { name = "ATI pointsize Fail", desc = "ATI pointsize Fail", author = "Masure", date = "2010 Sept 14", license = "GNU GPL, v2 or later", layer = 1, -- after the normal widgets enabled = false -- loaded by default? } end
local GL_POINTS = GL.POINTS
local glBeginEnd = gl.BeginEnd local glColor = gl.Color local glPointSize = gl.PointSize local glVertex = gl.Vertex
function widget:DrawScreen() glPointSize(10) glColor({1,1,0} ) glBeginEnd(GL_POINTS, glVertex, 100, 100) end
I tried different point sizes but the point is always the same. Moreover, if I disable smoothpoint in springsettings, my whole screen is filled by the point.
1) ATI drivers require a very-specific-and-probably-undocumented GL state for GL_POINTS and Spring does not set all of it to ATI's wishes (glhf finding out which part and where), while Nvidia drivers are less strict 2) There is a bug in Spring that is being masked by (all of) Nvidia's drivers while ATI's strictly follow the GL specifications and trip over it 3) ATI drivers are bugged
One of these has greater precedent than the others.
i guess, if you have ATI, you could try to set the different states before the code that draws the points, or try to find documentation that says how the state has to be to draw points.
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