ckbuffer indeed works fine with HL2/CSS,
and is faster than pbuffers.
Setting hl2.exe to use that, but leaving fbo as the
global setting seems to work nicely.
___
What kind of emailer are you? Find out today - get a fr
Hello
> Don't worry, I'm working on sRGB read and write support right now :D
>
> I'm not sure when it will be completed but you'll see something soon (next
> few days / weeks)
That's great news! Keep 'em comming ;-)
--
Best regards
Wojciech Arabczyk
Am Montag 05 März 2007 20:28 schrieb Wojciech 'arab' Arabczyk:
> Hello
>
> > If changing the fsaa setting in hl2 changes anything that is just
> > imagination - it doesn't do anything yet, the multisample setting is just
> > ignored right now.
>
> I
Am Montag 05 März 2007 20:14 schrieb Ken Thomases:
> Is UseGLSL=enabled and -dxlevel 80 a meaningful combination that
> produces better results?
It should produce the same results as ARB and 80.
(I know it doesn't work on the mac though. The mac falls back to sw rendering)
pgpAhouItZvX0.pgp
Desc
Wojciech 'arab' Arabczyk wrote:
> Hello
>
>> If changing the fsaa setting in hl2 changes anything that is just
>> imagination - it doesn't do anything yet, the multisample setting is just
>> ignored right now.
>
> I've not changed the FSAA sett
Hello
> If changing the fsaa setting in hl2 changes anything that is just
> imagination - it doesn't do anything yet, the multisample setting is just
> ignored right now.
I've not changed the FSAA setting trough the game options. I've forced it on a
lower level, that
eally still needs
some
work. With regards, Pavel Troller
Well, the thing with glsl is that hl2 switches to dxlevel 90, and
uses some
more advanced d3d features. The main problem are sRGB read and write
support(sort of gamma correction). The missing read support causes the
overbright stuff, an
some
> work. With regards, Pavel Troller
Well, the thing with glsl is that hl2 switches to dxlevel 90, and uses some
more advanced d3d features. The main problem are sRGB read and write
support(sort of gamma correction). The missing read support causes the
overbright stuff, and the write support
--- Stefan Dösinger <[EMAIL PROTECTED]> wrote:
> Am Montag 05 März 2007 06:56 schrieb Pavel Troller:
> > > > without an annoying graphics glitch causing
> parts of
> > >
> > > skies to be
> > >
> > > > replaced with some bogus contents like white,
> black,
> > >
> > > mirrors of a part of
> > >
>
Hello
> We just tried it and we can't reproduce your problem. We were even going
> in the water itself and the display was smooth and without any distortion.
> We set the DX9 mode in the game command line (parameter -dxlevel 90).
To say even more - with this new version all the random buffers t
> Hi
>
> > We just tried it and we can't reproduce your problem. We were even going
> > in the water itself and the display was smooth and without any distortion.
> > We set the DX9 mode in the game command line (parameter -dxlevel 90).
>
> To say even more - with this new version all the rando
> Could any of you test again with:
> OffscreenRenderingMode=fbo
> turned on?
fbos are broken with half life 2. It is broken because it uses a different
depth stencil buffer size than the color buffer size.
> I just turned that off (so it defaulted to
> backbuffer), and the problem actually went
Hi
> We just tried it and we can't reproduce your problem. We were even going
> in the water itself and the display was smooth and without any distortion.
> We set the DX9 mode in the game command line (parameter -dxlevel 90).
To say even more - with this new version all the random buffers that
Am Montag 05 März 2007 06:56 schrieb Pavel Troller:
> > > without an annoying graphics glitch causing parts of
> >
> > skies to be
> >
> > > replaced with some bogus contents like white, black,
> >
> > mirrors of a part of
> >
> > > ground etc.
> >
> > Are you finding no errors at all? In Counter-
> > without an annoying graphics glitch causing parts of
> skies to be
> > replaced with some bogus contents like white, black,
> mirrors of a part of
> > ground etc.
>
> Are you finding no errors at all? In Counter-Strike:
> Source, when running in anything above DX7 mode, on
> the map "de_aztec
> without an annoying graphics glitch causing parts of
skies to be
> replaced with some bogus contents like white, black,
mirrors of a part of
> ground etc.
Are you finding no errors at all? In Counter-Strike:
Source, when running in anything above DX7 mode, on
the map "de_aztec", the screen is o
Am Sonntag 04 März 2007 14:21 schrieb Pavel Troller:
> Hi!
> Normally I'm writing complaints here, so for a bit of compensation, I
> would like to inform that yesterday's wine runs HL2 family of games for the
> first time without an annoying graphics glitch causin
Hi!
Normally I'm writing complaints here, so for a bit of compensation, I would
like to inform that yesterday's wine runs HL2 family of games for the first
time without an annoying graphics glitch causing parts of skies to be
replaced with some bogus contents like white, black, mirrors
27;ve changed wine/dlls/d3d9/version.rc too, but didn't help.
Any ideas?
Please help,
-- andreas
Andreas Schneider wrote:
> Hi,
>
> I got wine compiling on x86_64 with some 32bit libs today and tested HL2
> again.
> Steam updates and works just fine, but if I want
Hi,
I got wine compiling on x86_64 with some 32bit libs today and tested HL2 again.
Steam updates and works just fine, but if I want to start HL2 it always throws a
message "The latest version of Microsoft DirectX is required to play Half-Life
2"
I've updated the DirectX versio
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