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FuzzYspo0N wrote:(i had meshes in a game that for some reason had missing polys on an ati)
Interestingly, the screenshot with missing polys seems to be with the software renderer. Is this (gcc) compilation issue? A debug build should determine if it's an optimisation issue.
Ok, i tested it with Directx 9...and it seems the problem only goes with opengl...software render dont has the problem either.
so its only opengl...but dissabling mipmap will cure the texture behavior.
C++ is not the Magdalena...it takes patience...shes like the well aged prostitute, it takes years to learn her tricks! she is cruel...laughs at you when you are naked...
Life of a programmer == Const abuse
Hmmm when its NPOT it works fine, i think that was my problem..maybe
C++ is not the Magdalena...it takes patience...shes like the well aged prostitute, it takes years to learn her tricks! she is cruel...laughs at you when you are naked...
Life of a programmer == Const abuse
C++ is not the Magdalena...it takes patience...shes like the well aged prostitute, it takes years to learn her tricks! she is cruel...laughs at you when you are naked...
Life of a programmer == Const abuse
That is a POT (power-of-two) texture. It is not a NPOT (non-power-of-two) texture. I realize that english is probably not your first language, so I just wanted to clarify that for you.
You should always use POT textures (256x256, 128x1024 etc...) and update graphic card drivers (to Catalyst 9.3). With C9.3 NPOT should work OK, but as I said it isn't recommended.
That is a POT (power-of-two) texture. It is not a NPOT (non-power-of-two) texture. I realize that english is probably not your first language, so I just wanted to clarify that for you.
Thanks, that realy helped me out
C++ is not the Magdalena...it takes patience...shes like the well aged prostitute, it takes years to learn her tricks! she is cruel...laughs at you when you are naked...
Life of a programmer == Const abuse