project-navigation
Personal tools

Author Topic: bug, dev 2.3V  (Read 2408 times)

knightsubzero

  • Guest
bug, dev 2.3V
« on: April 04, 2008, 05:32:46 am »
not sure if this is a bug, or just something that hasnt been implemented, but, whenever i alter any of my graphics settings, things go horribly wrong,  everything still seems to work, but my graphics go all a little wierd, mainly the in game characters, and anything in the tactical missions (the geoscape seems unaffected)  basically an arm might appear white, and a face might look like its red instead of skin colour, it will also alter the shapes slightly of faces or arms.

in the default settings everything is fine, if i change to windowed mode, or alter any of the other settings i run into problems.

i run xp, with a 8600GT, drivers were updated on tuesday, so its possibly an issue with the latest drivers.


Offline Doctor J

  • Squad Leader
  • ****
  • Posts: 265
    • View Profile
Re: bug, dev 2.3V
« Reply #1 on: April 04, 2008, 08:03:07 am »
I ran into the same problem yesterday.  No drivers changed on my side [Mac PPC].  Everything displayed fine when UFO:AI came up.  Switching from fullscreen to windowed [or perhaps it was changing the window size] caused soldiers and equipment on the loadout screen to show funny colors and textures.  When i changed the skin [by putting armor on the soldiers that were nekkid] caused the correct colors and textures to display for those units.

Edit: I just checked out 16128 from SVN, and same problem.  If it would be helpful, here's the [hopefully] relevant part of the log:

Code: [Select]
------- video initialization -------
SDL version: 1.2.12
I: desktop depth: 32bpp
I: video memory: 0
I: video driver: Quartz
I: setting mode 5: 960x720 (fullscreen: no)
I: set swap control to 0
I: got 8 bits of stencil
I: got 24 bits of depth buffer
I: got double buffer
I: got 8 bits for red
I: got 8 bits for green
I: got 8 bits for blue
I: got 8 bits for alpha
I: got 0 multisample buffers
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: NVIDIA GeForce FX 5200 Ultra OpenGL Engine
GL_VERSION: 1.5 NVIDIA-1.4.18
GL_EXTENSIONS: GL_ARB_transpose_matrix GL_ARB_vertex_program GL_ARB_vertex_blend GL_ARB_window_pos GL_ARB_shader_objects GL_ARB_vertex_shader GL_EXT_multi_draw_arrays GL_EXT_clip_volume_hint GL_EXT_rescale_normal GL_EXT_draw_range_elements GL_EXT_fog_coord GL_APPLE_client_storage GL_APPLE_specular_vector GL_APPLE_transform_hint GL_APPLE_packed_pixels GL_APPLE_fence GL_APPLE_vertex_array_object GL_APPLE_vertex_program_evaluators GL_APPLE_element_array GL_APPLE_flush_render GL_NV_texgen_reflection GL_NV_light_max_exponent GL_IBM_rasterpos_clip GL_SGIS_generate_mipmap GL_ARB_shading_language_100 GL_ARB_imaging GL_ARB_point_parameters GL_ARB_texture_env_crossbar GL_ARB_texture_border_clamp GL_ARB_multitexture GL_ARB_texture_env_add GL_ARB_texture_cube_map GL_ARB_texture_env_dot3 GL_ARB_multisample GL_ARB_texture_env_combine GL_ARB_texture_compression GL_ARB_texture_mirrored_repeat GL_ARB_shadow GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_fragment_shader GL_ARB_occlusion_query GL_ARB_point_sprite GL_ARB_vertex_buffer_object GL_ARB_pixel_buffer_object GL_EXT_compiled_vertex_array GL_EXT_framebuffer_object GL_EXT_texture_rectangle GL_ARB_texture_rectangle GL_EXT_texture_env_add GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_texture_lod_bias GL_EXT_abgr GL_EXT_bgra GL_EXT_stencil_wrap GL_EXT_texture_filter_anisotropic GL_EXT_secondary_color GL_EXT_blend_func_separate GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_texture_compression_s3tc GL_EXT_texture_compression_dxt1 GL_APPLE_ycbcr_422 GL_APPLE_vertex_array_range GL_APPLE_texture_range GL_APPLE_float_pixels GL_ATI_texture_float GL_APPLE_pixel_buffer GL_NV_point_sprite GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_blend_square GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_fog_distance GL_NV_depth_clamp GL_NV_multisample_filter_hint GL_NV_fragment_program_option GL_NV_vertex_program2_option GL_ATI_texture_env_combine3 GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod
using GL_ARB_texture_compression
using GL_EXT_texture_filter_anisotropic [ 8 max] [ 1 selected]
using GL_EXT_texture_lod_bias
using GL_ARB_fragment_program
using GL_ARB_shading_language_100
ignoring GL_ARB_vertex_buffer_object
max texture units: 4
max texture size: detected 4096
but using 2048 as requested
SDL_ttf version 2.0.9 - we need at least 2.0.7
...uploaded 5 shaders
« Last Edit: April 04, 2008, 04:44:22 pm by Doctor J »