Bumpmapping and Specular lighting not working in TSE Demo
by Blake LaPierre · in Torque Game Engine · 06/04/2004 (1:01 pm) · 3 replies
I'm using a Geforce4 4200 Go. Nvidia says that the card supports pixel shader 2.0. I've tried a couple different drivers but none of them will get the bumpmapping or specular lighting to show up. Any ideas?
#2
I guess Nvidia's product overview of the Geforce4 4200 Go: http://www.nvidia.com/object/LO_20021113_4730.html is a little misleading. It says that the nfiniteFX II engine supports pix version 2.0+, but doesn't say that the card supports 2.0+.
Thanks.
06/05/2004 (3:53 pm)
The console reports pixel version 1.3. When I tried to force it to use 2.0 I didn't see any difference in quality and it still reported 1.3. I guess Nvidia's product overview of the Geforce4 4200 Go: http://www.nvidia.com/object/LO_20021113_4730.html is a little misleading. It says that the nfiniteFX II engine supports pix version 2.0+, but doesn't say that the card supports 2.0+.
Thanks.
#3
The GF4 chipset certainly does not include hardware ps2.0 support, so it'd be awfully strange if the mobile version did. GF4's support ps1.3, so it sounds like TSE is reporting and operating correctly.
That said, I guess stranger things have happened, so there may, possibly, be some miniscule chance the 4200Go offers ps2.0 support. I actually haven't looked at how TSE does it's shader vers detection, but I'm sure it's 100% solid. Still, if you want you could test the DX9 CAPS for you card yourself, just to double-check.
06/05/2004 (4:56 pm)
Yeah... that is the marketing material I'd seen. I think either some marketing got confused, or maybe nVidia was being a little too slick with their promotional claims for the 4200Go. The GF4 chipset certainly does not include hardware ps2.0 support, so it'd be awfully strange if the mobile version did. GF4's support ps1.3, so it sounds like TSE is reporting and operating correctly.
That said, I guess stranger things have happened, so there may, possibly, be some miniscule chance the 4200Go offers ps2.0 support. I actually haven't looked at how TSE does it's shader vers detection, but I'm sure it's 100% solid. Still, if you want you could test the DX9 CAPS for you card yourself, just to double-check.
Torque Owner Josh Williams
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In general GF4's do not support ps2.0. There are some nVidia marketing materials which say the GF4 4200 Go does support ps2.0 though. I have never had the opportunity to program on that GPU, so I'm not personally 100% sure what level of support the 4200Go offers.
If you run the demo and open up the console, there should be some text near the top which states the detected pixel shader version, this will be below the line which says "Direct3D Device Found". You can also open up the console.log file in the demo's base directory. Does it say ps2.0 support was detected?
Also, have you tried forcing the use of ps2.0 in case the detection is somehow wrong? See the "Tips and Tricks" section of the TSE documentation or the forums here for details.
We would be interested to see both what the console reports as the detected shader support, and whether you are able to successfully force ps2.0. Note: forcing a higher pix version than your hardware supports is not always a good idea; do so at your own risk.