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Post by dazzab73 on Aug 24, 2007 5:54:18 GMT -5
I am not sure if this is a bug with Brutus, but more a problem with graphics cards. So, here is one for you to ponder over!! This issue is specifically focusing on my game and also the spaceshooter example supplied with Brutus2d. I currently run Brutus on two machine. The first is my desktop PC which has an nVidia gfx card. The second is my laptop which has an ATI X1600 gfx card. When running my game and the spaceshooter game on my desktop everything runs fine. When running them on my laptop funny things start happing. Below are two screenshots showing this. In my game, all the game images are stretched: In the spaceshooter game, the player ship doesn't display (just a shaded dark red box which the ship should be), none of the asteroids get displayed and when the ship blows up, the explosion particle effect doesn't show. I modified the spaceshooter to run in windowed mode but the same happens when run in full screen mode. Every other example supplied works correctly. Has anybody else ever noticed something like this? I have run quite a few freeware and shareware 2d games and never experienced anything like this.
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Post by matthew on Aug 24, 2007 6:05:08 GMT -5
There are some problems with Brutus2D and ATI Graphics Cards. Read this Thread and this Thread for more info.
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Post by Guilect on Aug 24, 2007 6:19:11 GMT -5
I would fix this instantly if I could. I mean there would be a patch out tomorrow but, alas, I have not been able to reproduce the issue on my development machine (nVidia card) or any of the other PC's which I have access to. Sorry. I have 'blindly' tried making changes to B2D and having users try it, but that is no way to troubleshoot a problem like this.
If I remember correctly, U9, found that the order in which you use particle eccets (FX) makes a difference. You could try to put the FX first or last then all of the other graphics.
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Post by dazzab73 on Aug 24, 2007 6:25:18 GMT -5
Thanks for those links Matthew. Very interesting. I noticed the fx test program in the second thread. I have downloaded it and will try that out when I get home tonight. Both those threads seem to deal with the FX-related commands - especially particle commands - causing problems with ATI cards. My first problem is related to my images being stretched/resized. In my game the only registered version related commands I am using is the ones to call DLL functions. edit - sorry Guilect you replied while I was replying too!!!
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Post by matthew on Aug 24, 2007 6:42:53 GMT -5
U9 reported some strange Graphics Bugs in this Thread. The Bugs were just ordinary Graphics Bugs, a bit like your first problem.
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Post by dazzab73 on Aug 24, 2007 6:59:18 GMT -5
I guess there are just problems with ATI's drivers. Actually, I was looking around the leadwerks 3d engine forums a few weeks ago and I seem to remember the developer saying how many headaches he has had with certain functions working fine with nVidia cards but failing to work on ATI based machines. I think these were more OpenGL issues though.
I just had a look at the ATI website and noticed they have just updated their drivers. I will grab the update when I get home and see what happens.
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Post by dazzab73 on Aug 24, 2007 7:58:09 GMT -5
I have found out the reason for the problem in my game whereby the images are displaying much bigger than they should be.
The reason is I am rendering everything for the main menu screen to an image and then displaying that image. If I render directly to the backbuffer instead, everything is displayed fine.
So, something in the graphics.RenderImage method is going wrong under a ATI-based card.
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Post by matthew on Aug 24, 2007 8:32:18 GMT -5
Well that's One of your problems solved. ;D
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Post by u9 on Aug 25, 2007 14:11:48 GMT -5
U9 reported some strange Graphics Bugs in this Thread. The Bugs were just ordinary Graphics Bugs, a bit like your first problem. Actually in B2D's defense, this is definitely just my very buggy, very old and very crappy drivers for a very old laptop with an S3 graphics card. There are also other games that don't work on this graphics card. I have found out the reason for the problem in my game whereby the images are displaying much bigger than they should be. The reason is I am rendering everything for the main menu screen to an image and then displaying that image. If I render directly to the backbuffer instead, everything is displayed fine. So, something in the graphics.RenderImage method is going wrong under a ATI-based card. Yeah, i had the same problems. It seems like the images one creates have a different "resolution" or scale when created. Maybe they take the scale of the desktop, i'm not sure. This problem is clearly not resolved, though you might be able to just re-scale the images... ah.. but then they won't work on nvidia machines... yeah i guess you're stuck hehe
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Post by dazzab73 on Aug 25, 2007 14:26:30 GMT -5
It must be very frustrating for somebody like Guilect who is producing a game-based programming language to have the worry of things rendering differently depending on whether you have an ATI or nVidia card. If I was developing a programming language, something like that would drive me mad.
You'd think that with there only really being two standard rendering APIs, OpenGL and DirectX, you'd think the card manufacturers would get it right.
About a year ago, I remember a friend of mine telling me about a game he was developing. Under a nVidia card, it ran really smoothly. Under an ATI card his game suffered from terrible "tearing" effect.
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