Strange behaviour of ATI 5xxx with regards to multisampling
category: general [glöplog]
You have to want to see it.
phimosis?
damn how can I solve this shitty issue...
damn how can I solve this shitty issue...
Code:
if (strstr(glGetString(GL_VENDOR), "ATI")) {
MessageBox(NULL, "Your GPU is from The Former Republic of Yugoslavia", NULL, MB_OK);
exit(-1);
}
Navis: if it works on the 4000 series and lower, and NVidias, it's a driver issue. Just move along, and wait for the next driver release.
Navis: if it works on the 4000 series and lower, and NVidias, it's a driver issue. Just move along, and wait for the next driver release.
Thanks for the explanation.
I insist. It's a dog-nose-sniffing adventurer!
andr00: hahaha, my favourite hero strikes back :D
navis:
just a few things:
is it definately the depth writes that are wrong or maybe just resolve/render from texture is just wrong in viewing it?
I would expect tiles to be something like 4x4, 8x8 tbh.. are you setting any sort of texture compression at all for the texure bound to the rendertarget?
so, your depth/stencil format is a d24;s8? could it be that you are reading back the wrong components (e.g. reading 8 bits stencil + 16 bits depth instead of the 24bits and converting it to floating point)?
I have actually seen these tiled based problems which related to z-cull/deph-cull settings not being correct, but that was on ps3.
anyway... a few things I thought to note ;)
just a few things:
is it definately the depth writes that are wrong or maybe just resolve/render from texture is just wrong in viewing it?
I would expect tiles to be something like 4x4, 8x8 tbh.. are you setting any sort of texture compression at all for the texure bound to the rendertarget?
so, your depth/stencil format is a d24;s8? could it be that you are reading back the wrong components (e.g. reading 8 bits stencil + 16 bits depth instead of the 24bits and converting it to floating point)?
I have actually seen these tiled based problems which related to z-cull/deph-cull settings not being correct, but that was on ps3.
anyway... a few things I thought to note ;)