Vista and ATI -> Some polygons are stretch to infinite
by Jeff Murray · in Technical Issues · 07/17/2007 (6:30 am) · 7 replies
Hi to all,
I currently work on a bug with OpenGL under Vista using latest driver on an ATI video card (X1900) with the Torque engine. Some polygons are stretched to the infinite and I can't figure out why.
As I did not work a lot on OpenGL debugging, I'm a little bit lost.
I can confirm that this problem does not occur on XP nor under any NVidia card.
Other OpenGL application (not build with Torque) works fine.
It seem's that this problem happens with most Torque program (it does happen on the shareware Demo available on GarageGame).
I already ask ATI, but we must be business partner to get decent support...
I figured out today (by debugging with GDEbugger) that calling glFlush() after each draw command seem's to resolve the issue. (But, obviously it's not a viable solution because of performance).
Does anyone has an idea on what could cause this problem? If you don't, any idea on how to attack these kind of problem?
Thank You!
Jean-Sylvain
I currently work on a bug with OpenGL under Vista using latest driver on an ATI video card (X1900) with the Torque engine. Some polygons are stretched to the infinite and I can't figure out why.
As I did not work a lot on OpenGL debugging, I'm a little bit lost.
I can confirm that this problem does not occur on XP nor under any NVidia card.
Other OpenGL application (not build with Torque) works fine.
It seem's that this problem happens with most Torque program (it does happen on the shareware Demo available on GarageGame).
I already ask ATI, but we must be business partner to get decent support...
I figured out today (by debugging with GDEbugger) that calling glFlush() after each draw command seem's to resolve the issue. (But, obviously it's not a viable solution because of performance).
Does anyone has an idea on what could cause this problem? If you don't, any idea on how to attack these kind of problem?
Thank You!
Jean-Sylvain
#2
Tested: TGE1.5.2 with ArcaneFX1.0.2
ATI X1900XT
Vista 32bit (fully updted)
ATI Vista drivers (8.401)
When switching to D3D all seems to render fine.

09/10/2007 (12:18 pm)
Having the same problem here. Some stretch polys and some patches of terrain just don't render at all until you get close to it. The stretching also occurs on DTS shapes.Tested: TGE1.5.2 with ArcaneFX1.0.2
ATI X1900XT
Vista 32bit (fully updted)
ATI Vista drivers (8.401)
When switching to D3D all seems to render fine.

#3
12/26/2007 (3:12 pm)
This happened to me on my XP after I updated my graphic drivers... Any idea how I should(or could) fix it? Also, the above states that once they switched to Direct3D it worked fine, how would I do this?
#4
which were solved by changing dglDoesSupportVertexBuffer() to return false when running on vista.
terrible "fix", but it makes the users happy.
edit: i think that's what we did to fix it. will try to remember to look it up for sure after new years.
12/26/2007 (3:32 pm)
We had some similar problems w/ vista + openGL + ATI, although not with terrain,which were solved by changing dglDoesSupportVertexBuffer() to return false when running on vista.
terrible "fix", but it makes the users happy.
edit: i think that's what we did to fix it. will try to remember to look it up for sure after new years.
#5
I've added it to my base/main.cs file at the top.
12/27/2007 (12:30 am)
Add these lines to get it working.I've added it to my base/main.cs file at the top.
$pref::OpenGL::disableEXTCompiledVertexArray = "1"; $pref::TS::UseTriangles = "1";
#6
Thanks Leslie!
01/08/2008 (12:15 pm)
Just to confirm it fixes problem with Vista (on our game), and speeds up (a bit) rendering even on Mac Os.Thanks Leslie!
#7
I've tested my game (without the $pref::OpenGL::disableEXTCompiledVertexArray = "1"; line), Torque Show Tool, Constructor, and some TGE demos and all seem to render fine now.
Let us know if any of you have different results, hope this is finally sorted out.
01/23/2008 (7:47 am)
I've just installed the latest Catalyst drivers (v8.1) for Vista and it seems to resolve all these errors.I've tested my game (without the $pref::OpenGL::disableEXTCompiledVertexArray = "1"; line), Torque Show Tool, Constructor, and some TGE demos and all seem to render fine now.
Let us know if any of you have different results, hope this is finally sorted out.
Loi Hui Min
I'm facing a similar problem... some polygons don't come out right on vista...
Does TGE support vista? kinda concerned about the compatibility issues
Don't really know much about solving opengl issues too..
would really appreciate it if someone can help us on this issue.
Thanks
Huimin