Edge of water totally screwed up

Edge of water totally screwed up

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kirbyssb
Posts: 29
Joined: 25 Feb 2006, 19:26

Edge of water totally screwed up

Post by kirbyssb »

Weird graphics bug. The edge of the water is totally screwed up. When I zoom out more it gets even worse, to the point of the entire level being covered in glitchy looking water

Image

Has anybody else had this problem? Help would be GREATLY appreciated.
Chocapic
Posts: 556
Joined: 16 Oct 2005, 03:35

Post by Chocapic »

ive had exactly the same problem looking over the new pretty beach map, where the division between land and sea shows like that.
its really very weird.
also planes have some weird designing of the such.
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SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Your water is making vertical plates rather then horizontal plates... I couldn't even begin to guess why though...
kirbyssb
Posts: 29
Joined: 25 Feb 2006, 19:26

Post by kirbyssb »

I discussed it with somebody and they said it looks like Z-fighting, and that it could probably be fixed if the developers include a Zbitdepth option in the next update..
athemis
Posts: 7
Joined: 26 Dec 2005, 13:45

Post by athemis »

Same thing over here. Appears not only when playing water maps, but also with maps that have got areas with ground level near zero.
kirbyssb
Posts: 29
Joined: 25 Feb 2006, 19:26

Post by kirbyssb »

athemis wrote:Same thing over here. Appears not only when playing water maps, but also with maps that have got areas with ground level near zero.
Yep, same.
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Weaver
Posts: 644
Joined: 07 Jul 2005, 21:15

Post by Weaver »

The reflective water does not do this, for me at least.
athemis
Posts: 7
Joined: 26 Dec 2005, 13:45

Post by athemis »

This bug - at least for me - does not depend on reflective water. I've got reflective water turned off because my graphic card doesn't support fragment_program. But I'm still suffering from this issue.
kirbyssb
Posts: 29
Joined: 25 Feb 2006, 19:26

Post by kirbyssb »

The new update didn't fix this for me, how about you guys? :(
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

kirbyssb wrote:I discussed it with somebody and they said it looks like Z-fighting, and that it could probably be fixed if the developers include a Zbitdepth option in the next update..
I doubt it is...

But if you want to test, 0.70b2 reads DepthBufferBits config variable (on win, from register). It uses a 16 bit depth buffer by default.
athemis
Posts: 7
Joined: 26 Dec 2005, 13:45

Post by athemis »

kirbyssb wrote:The new update didn't fix this for me, how about you guys? :(
Well, 0.70b2 didn't fix it for me, either.

Edit: I did a quick test under Linux using wine. Strangely the water looks just fine - on the same box (beside the fact that the mouse does not work properly ;-)).
So the problem seems so be Windows- and/or driver-related.
I personally tend to the latter one and will try different drivers for my nVidia GF4 Ti, but TASpring < 0.70x ran fine with the driver version I'm using at the moment.

Edit2: Tried the rather old Detonator 66.93, which might be more appropriate for my GeForce 4 Ti than the latest ForceWare driver, but still no luck under Windows :(
athemis
Posts: 7
Joined: 26 Dec 2005, 13:45

Post by athemis »

Tobi wrote:
kirbyssb wrote:I discussed it with somebody and they said it looks like Z-fighting, and that it could probably be fixed if the developers include a Zbitdepth option in the next update..
I doubt it is...

But if you want to test, 0.70b2 reads DepthBufferBits config variable (on win, from register). It uses a 16 bit depth buffer by default.
Yep, that's it!
Changed the depth buffer to 24 bit and no more ugly glitches :)

Here are the complete instructions:
  • Open regedit (Start -> run -> regedit)
  • Look for the following key: HKEY_CURRENT_USER/Software/SJ/spring
  • If it does not already exist, create a new DWORD value named "DepthBufferBits" and set its decimal value to 24
  • Start TASpring
Chocapic
Posts: 556
Joined: 16 Oct 2005, 03:35

Post by Chocapic »

athemis wrote:
Tobi wrote:
kirbyssb wrote:I discussed it with somebody and they said it looks like Z-fighting, and that it could probably be fixed if the developers include a Zbitdepth option in the next update..
I doubt it is...

But if you want to test, 0.70b2 reads DepthBufferBits config variable (on win, from register). It uses a 16 bit depth buffer by default.
Yep, that's it!
Changed the depth buffer to 24 bit and no more ugly glitches :)

Here are the complete instructions:
  • Open regedit (Start -> run -> regedit)
  • Look for the following key: HKEY_CURRENT_USER/Software/SJ/spring
  • If it does not already exist, create a new DWORD value named "DepthBufferBits" and set its decimal value to 24
  • Start TASpring
cant this be automaticly done when instaling spring?
athemis
Posts: 7
Joined: 26 Dec 2005, 13:45

Post by athemis »

Chocapic wrote: cant this be automaticly done when instaling spring?
Well, obviously this problem does not occur for everyone playing TASpring.
I guess that it might have an advantage so set the DepthBuffer to only 16 Bit instead of 24Bit.

I think it would make more sense to include an option into the setting program that let you choose between 24Bit and 16Bit.
Generuler
Posts: 38
Joined: 09 Feb 2006, 16:39

Post by Generuler »

i've got the same problem :shock:

lets see if the changing of the bit-depth works :roll:

├óÔÇÜ┬¼:yes it helped great thankyou very much :)
Generuler
Posts: 38
Joined: 09 Feb 2006, 16:39

Post by Generuler »

The depth buffer bits value gets changed back every time there is an update with spring :x

coudn't there be an option to change the value ingame?

i am definatly not the only one whos edges of water get screwed up and whos textures get weird....
regards, generuler
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

Chocapic wrote:cant this be automaticly done when instaling spring?
It will be fixed in next release.
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