Now, u mention it, indeed, i noticed em too, never watched the techdemo in openGL, so i tried, but indeed, there are some weird texture bugs, but i also noticed u can see 'lines' between the skybox textures. hmm, i think i should check openGL more often then
I saw the Problem too.
I also saw that with some Fonts (I made myself by using the Font-tool) the engine is cutting the Font-Texture 1 or 2 lines of Pixels too deep.
I noticed the same problem with some textures in my worlds. Looks like mapper take first point line of texture and stretch it to whole face...
Nvidia Ti 4200 (SoftQuadro).
puh wrote:I noticed the same problem with some textures in my worlds. Looks like mapper take first point line of texture and stretch it to whole face...
Nvidia Ti 4200 (SoftQuadro).
Same here on an nVidia 2 Ti: stretched textures and seams in the sky box.
I've don't see any texture problems like that on my nVidia GF4 ti4400, detonator 44.03's, XP w/ all updates. But I am missing a lot of textures from the .bsp file for some reason. The console window prints out all kinds of stuff missing. Like the lights, I see the light but not the actual lantern or whatever hangs on the wall. But the level still looks fine.
I've noticed the effect of "stretched textures" appear only when there is skybox in the scene:
------------
skyboxOFF
------------
skyboxON
------------
Here is TEST model (.3DS mesh + .JPG texture, in zip archive 3Kb)
@ HUNT3R - the console spits out sum stuff about missing textures. this is OK. the textures are actually there in the .pk3.
If a packet hits a pocket on a socket on a port,
And the buffer's interupted and the interupt's not caught,
Then the socket packet pocket has an error to report.....