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Article #2281

Re: CL TNT OpenGL WIERDNESS !!! - Guru needed

#2281
From: ADM
Date: Tue, 13 Oct 1998 00:00
99 lines
4420 bytes
Yeah - I tried that first. No joy.

It seems to me that this problem only occurs in games using the Unreal
engine (Sin uses the Unreal engine doesn't it ?). So - could this be because
the Unreal 2.17 patch is flaky, and Sin demo uses some of the same shared
files ?

Does anyone know how to test my OpenGL subsystem ? Without using games (I
will try it with Quake2 next week after I get my Q2 CD back from a friend).
As I mentioned, the WinTune98 OpenGL test run fine....


Corey Weider wrote in message <6vu8t8$aar$1@news.creativelabs.com>...
>Have you tried un oc'ing your processor and seeing if that fixes the
>problem, I'm also running a C300a at 450 and sometimes wierd things happen
>in Unreal, quake, whatever and when I go back to say 374 things work
fine...
>
>ADM wrote in message <6vu20d$9ba$1@news.creativelabs.com>...
>>First - the caveat: I don't want to give up on this card yet. But - it is
>>really p***ing me off.
>>
>>I recently got a CL TNT card to go in the following system:
>>
>>C300a @450MHz
>>128Mb Samsung PC100 SDRAM
>>ABit BH6 mobo
>>
>>
>>After installing this card, I have the following problem:
>>
>>Every time I try to use Open GL render in a game (Unreal & Sin Demo), I
get
>>loads of wierdness as follows:
>>
>>1) Unreal:
>>The game window opens as a white screen. If I move the mouse, then the
game
>>appears - but in really strange washed out colour (Nali Castle flyby) -
>>black water, and sand coloured bricks etc....If I stop moving the mouse,
>>then the white screen reappears.
>>
>>2) Sin Demo (set to default Open GL render)
>>The game runs fine - but I can see the console through the screen. It's
>like
>>the main game window image is flickering quickly and displaying the
console
>>window behind it. Also - in the game, you can see THROUGH objects when it
>>flickers - as if  the z-axis control is way out on alternate frame rates.
>>You can see through walls for instance - all the clipping seems to be off
>on
>>alternate frames !
>>
>>Reading the text in the console through the flickers yields this gem:
>>
>>GL_VENDOR NVIDIA CORPORATION
>>GL_RENDERER RIVA TNT (AGP)
>>GL_VERSION 1.1.0
>>
>>and:
>>
>>WGL_EXT_SWAP_CONTROL NOT FOUND
>>USING GL_EXT_POINT PARAMETERS
>>GL_EXT_SHARED_TEXTURE_PALETTE NOT FOUND
>>USING GL_SGIS_MULTITEXTURE
>>
>>
>> Now this HAS to be something to do with the problem - right ? It looks
>like
>>the game engine is looking for something to use to swap palettes with - a
>>shared texture palette maybe ? And when it can't find it, is using some
>>other resouces - and corrupting the video output while doing so ?
>>
>>Anyone got any ideas on this ? I have heard of the white screen and wierd
>>mouse effect on theses ngs before - has anyone fixed it ???
>>
>>As for different drivers etc, I have tried everything in vain - nVidia
>>reference drivers, newest Creative Labs drivers downloaded, new TNT card
>>BIOS (2.04.5), re-installing windows, re-inst unreal etc.... Absolutely
>>everything has been installed. And the card is not being overclocked.
>>
>>And I also checked that the TNT and mouse were not sharing IRq as well -
>TNT
>>is on IRQ 10 and mouse is on IRQ 11 - so I don;t think that's it either.
>>
>>I can run WinTune 98 Direct 3D and Open GL benchmark test without a hitch.
>>Plus - all 2D stuff runs great as well - fast as hell in fact.
>>
>>It looks like I have some kind of Open GL problem here - but what is it -
>>and why do the WinTune 98 Open GL tests run OK ?
>>
>>
>>All help gratefully received - and a case of virtual beer for the correct
>>answer - state your preference.
>>
>>
>>
>
>
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From: "ADM" <adm@britcomp.com>
Subject: Re: CL TNT OpenGL WIERDNESS !!! - Guru needed
Date: 1998/10/13
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