


Bart hopefully you can sort this out with the next revision of SM. Silly ATI can't get their act together. D2 and SR are broken for me now

isamu wrote:Alas, coming back to Supermodel after a short break, and after updating to ATI's 11.11 drivers, I've discovered 11.11 drivers is causing graphical glitches in Daytona 2 Advance and Expert courses. Argh...silly ATI. I can't wait til nVidia's next gpu rolls off the assembly line. Anyone know a good work around for this?
Bart wrote:
Screenshots?
Does it behave differently if you try to use Fragment_NoSpotlight.glsl or Fragment_Flat.glsl as your fragment shader?
I don't have an ATI card so it'll be very difficult for me to debug.
isamu wrote:Pieces of the planes missing, rocks and cliffs missing, pieces of the road missing, and none of these issues were present before updating my drivers.
Does it behave differently if you try to use Fragment_NoSpotlight.glsl or Fragment_Flat.glsl as your fragment shader?
Hi Bart, can you please explain what is Fragment_NoSpotlight.glsl or Fragment_Flat.glsl, and how I can apply it? What is a fragment shader and where is this option located?
Bart wrote:isamu wrote:
Weird. I can't explain why random polygons would be missing. In some screenshots, it looks like only pieces of polygons are missing, perhaps indicating that the fragment shaders are causing problems.
One is located on the download page, the other (Fragment_Flat.glsl) is located inside the source code, under Src/Graphics/Shaders/. Use the -frag-shader option, e.g.: supermodel game.zip -frag-shader=file.glsl
isamu wrote:Fragment_Flat just removes the textures completely and makes it look like Virtua Racing.
nuexzz.. wrote:In the menu, system tray Catalyst Control Center 3D settings put \ standard configuration \ balanced
luck
Bart wrote:isamu wrote:Fragment_Flat just removes the textures completely and makes it look like Virtua Racing.
It should do this. Polygons should be a single color. Apart from that, is there any missing geometry?
isamu wrote:
OK I just ran shader_flat again and no, I did not notice any missing geometry. Keep in mind I am not used to running the game this way so it looks extremely wonky to me LOL. But as far as I can tell, other than the bizzarre flat shading effect, no missing geometry AFAICT.
/*
if (fsTexParams.y > 0.0) // contour processing enabled
{
if (fragColor.a < 0.01) // discard anything with alpha == 0
discard;
}
// If contour texture and not discarded, force alpha to 1.0 because will later be modified by polygon translucency
if (fsTexFormat > 0.0) // contour (T1RGB5) texture map
*/
fragColor.a = 1.0;
Bart wrote:isamu wrote:
OK I just ran shader_flat again and no, I did not notice any missing geometry. Keep in mind I am not used to running the game this way so it looks extremely wonky to me LOL. But as far as I can tell, other than the bizzarre flat shading effect, no missing geometry AFAICT.
I guess that probably means the issue is in the fragment shader. Unfortunately, I don't have time in the coming couple of weeks to work on this but if the problem continues to persist, I suppose I will try to work with you to see if I can't at least identify exactly where the problem is.
In the meantime, if you could do me a favor, grab Fragment.glsl from the Supermodel 0.2a source code and comment out lines 166-173 (but not 174 for now), like this:
- Code: Select all
/*
if (fsTexParams.y > 0.0) // contour processing enabled
{
if (fragColor.a < 0.01) // discard anything with alpha == 0
discard;
}
// If contour texture and not discarded, force alpha to 1.0 because will later be modified by polygon translucency
if (fsTexFormat > 0.0) // contour (T1RGB5) texture map
*/
fragColor.a = 1.0;
Save it to your Supermodel folder. I suggest a unique name so we can keep track of it: F_Jan02.glsl. Then run Supermodel using this fragment shader. These changes will ruin transparent/translucent polygons but otherwise, how does it look?
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