Pb with weird graphic - hints needed
by Frank Bignone · in Torque Game Engine Advanced · 06/07/2004 (6:57 am) · 24 replies
This is the kind of problem, I'm currently facing with TSE - Demo (and also my current DoP port):

Moreover, demo was unable to load due to font loading problem. I solved the problem (GFont.cpp and WinFont.cpp) but still I have this weird problem. Do you have any hint, I will dig into the texture manager; but it will be nice if someone can give me some general hints where I should look.
My configuration is the following:
- Dell Precision M60
- Pentium M
- NVidia Quadro 1000 GFX + 128 Mb
- 512 Mb
BTW, here is an extract of the log file

Moreover, demo was unable to load due to font loading problem. I solved the problem (GFont.cpp and WinFont.cpp) but still I have this weird problem. Do you have any hint, I will dig into the texture manager; but it will be nice if someone can give me some general hints where I should look.
My configuration is the following:
- Dell Precision M60
- Pentium M
- NVidia Quadro 1000 GFX + 128 Mb
- 512 Mb
BTW, here is an extract of the log file
Processor Init:
Intel (unknown, Pentium Pro/II/III family), ~1.67 Ghz
(timed at roughly 1.68 Ghz)
FPU detected
MMX detected
SSE detected
...
Video Init:
Direct 3D device found
Cur. D3DDevice ref count=1
Pix version detected: 2.000000
Vert version detected: 2.000000
Initializing GFXCardProfiler (D3D9)
o Vendor : 'NVIDIA'
o Card : 'Quadro FX Go1000'
o Version: '53.82'
- Scanning card capabilities...
- Loading card profiles...
- Exec'ing profile/D3D9.cs
- Exec'ing profile/D3D9.NVIDIA.cs
- No profile/D3D9.NVIDIA.QuadroFXGo1000.cs
- No profile/D3D9.NVIDIA.QuadroFXGo1000.5382.cs
Loading compiled script common/ui/defaultProfiles.cs.
Loading compiled script common/ui/GuiEditorGui.gui.
Texture Manager
- Approx. Available VRAM: 134217728
- Threshold VRAM: 68157440
- Quality mode: high
...About the author
Real programmers don't waste time recompiling; they patch the binary files... ... Real programmers don't waste time patching binary files; they patch memory.
#22
Concerning the GFXD3DCardProfile, i forgot. Doing it today, and sending the code to brian.
06/12/2004 (5:24 pm)
GFXCardProfile was using tsDictionary class. I have changed it by using internalDictionary class which is declared inside GFXCardProfile (this class was fastly written). Concerning the GFXD3DCardProfile, i forgot. Doing it today, and sending the code to brian.
#23
You mean this line:
?
I'd very much appreciate it if you fixed the Map class rather than replacing it with something else. :)
06/13/2004 (6:42 pm)
Huh?You mean this line:
/// Capability dictionary. Map<const char*, bool> mCapDictionary;
?
I'd very much appreciate it if you fixed the Map class rather than replacing it with something else. :)
#24
-> miss an allocator function,
-> miss a comparison function,
-> duplicate Hash (sequence) definition.
So i did my quick and dirty dictionnary with exactly the same interface that yours so nothing change in the main code. When I have time I will look at it, I promise (again sorry) : I'm now fighting to put some old map and model inside tse...
I will also add the GFXD3DCardProfile checks.
06/14/2004 (12:51 am)
Yep it is this line. In fact, the Map has a lot of problem and I was too xxxx (<- put paresseux here) to change it, sorry.-> miss an allocator function,
-> miss a comparison function,
-> duplicate Hash (sequence) definition.
So i did my quick and dirty dictionnary with exactly the same interface that yours so nothing change in the main code. When I have time I will look at it, I promise (again sorry) : I'm now fighting to put some old map and model inside tse...
I will also add the GFXD3DCardProfile checks.
Associate Kyle Carter
Also, did you set up the GFXD3DCardProfiler to set that flag based on the card caps?