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All Actors, Flip tree and ladders almost totally invisible

Posted: Tue Dec 13, 2005 9:13 am
by steven8
Okay, RF072A, on an NVIDIA GeForce FX 5200, latest driver available Forceware 81.95 WHQL certified. Demo level comes up and Virgil is transparent (except his hands from certain angles) and he himself can be seen when backed against a wall. You can see the faint 'him'. In actor viewer, he's invisible in Primary D3D display driver mode, but totally visible in OpenGL windowed mode and D3D 16 bit windowed.

So. . .I changed my RF.ini file to reflect the software and ogl driver, then tried D3D, 16 bpp in the D3D24.ini file and he is still invisible in windowed mode. So are the alien guy and the ladders and flip tree are almost not there either at certain angles.

Any thoughts on this?

Oh yes, I am running DirectX 9.0C.

Boy, I keep forgetting junk. The gears ine the G3D opening are rendering on their sides when things are goofy as well. In actor viewer they are rendering fine in ogl and d3d 16 bit, but not in primary.

Heck, half my note is be lines about when it was edited. : - ) Sorry 'bout that.

Posted: Tue Dec 13, 2005 2:23 pm
by AndyCR
gosh, i wish i remembered the solution, this is an issue that cropped up in RF072 with Gekido's tech demo too... it involved using nvidia drivers, there was some sort of conflict... sorry i cant be of more help.

Posted: Tue Dec 13, 2005 3:20 pm
by steven8
I hate to go back 3 drivers, but I may just try it see if it helps. It worked okay with the detonator driver series. This seems to have happened since the forcware drivers.

Posted: Tue Dec 13, 2005 5:02 pm
by AndyCR
seems so, it happened to me with my old geforce 4 mx awhile back... i did something to fix it, wish i could remember what.... might have been something about z-order...

Posted: Tue Dec 13, 2005 11:23 pm
by steven8
Did you have to make a change to the source code itself?

I have a question. I'd think the program would get mad at me for setting the driver to ogl, but leaving it set to hardware rendering. It doesn't crash, though. It just runs and virgil is invisible.

I back up my drivers 2 levels and no good. :cry:

Posted: Tue Dec 13, 2005 11:46 pm
by AndyCR
no, i didnt modify the source code.

come to think of it, i may have just changed the driver to opengl. are you changing it to "opengl", not "ogl"? "opengl" is what it should be.

note that i, for one, get lightmap artifacts (seams in this case) when i use the opengl driver, but if its between that and half-actors...

Posted: Wed Dec 14, 2005 5:46 am
by steven8
I was calling it ogl. I'll try opengl. Thanks.

A question, though. In the old Genesis3D, dynamic lights would not render in opengl mode. Is this still the case?

[edit]No, wait. they wouldn't render under software-emulated 3d, such as 3DNow[/edit]

Posted: Wed Dec 14, 2005 2:17 pm
by steven8
Okay, opengl got virgil and the robot to show. However, the foglight and the morphing field won't render. Bummer.

Posted: Wed Dec 14, 2005 2:26 pm
by AndyCR
yeah, some features dont work in opengl... im really sorry to hear your having these issues, i hope we can figure out something...

Posted: Wed Dec 14, 2005 4:24 pm
by steven8
I just wonder what's happened. I did Castle of the Pharaoh in RF067, and it works just fine in D3D, with that old driver on this card with this driver. How has it changed?

Posted: Tue Jan 03, 2006 12:04 am
by QuestOfDreams
I managed to get a Geforce 4 Ti4200 with driver 81.98 and get the same result here. Now I can try to track this down...

Posted: Tue Jan 03, 2006 7:30 am
by steven8
Thanks, QOD. I appreciate it very much!!

Posted: Tue Jan 03, 2006 6:59 pm
by QuestOfDreams
I've identified the code in question, it's the function PCache_FlushMiscPolys in PCache.cpp of the DX7 driver... just need to figure out the best way to fix it...

Posted: Tue Jan 03, 2006 11:19 pm
by steven8
Man, I don't know how you do that, but it's awesome!!

Posted: Wed Jan 04, 2006 3:12 pm
by QuestOfDreams
Somehow the DrawPrimtive function of DX combined with D3DPT_TRIANGLELIST doesn't like to render more than ~40 triangles at once on the geforce with the newest forceware driver... I think I'll use DrawIndexedPrimitive instead since this seems to work just fine. I'll test it on my other machine now and also compare the speed. If everything works fine I'll post the driver for you to try it out later today - hopefully it will solve the problem on your system too.