Black terrian in TGEA
by Chan Chi Kit · in Torque Game Engine Advanced · 07/25/2007 (8:36 am) · 6 replies
I installed TGEA to my new computer with X1950 display card, but all terrains become black, including the terrain in feature demo...
But if I installed to another computer with 6600 display card, the terrains look fine.
Does TGEA only support nVidia display card ?
But if I installed to another computer with 6600 display card, the terrains look fine.
Does TGEA only support nVidia display card ?
#2
07/25/2007 (10:32 am)
Download the April 2007 DirectX SDK. Make sure to install the runtime files as well.
#3
In materials/materials.h look for this:
Replace with:
Then in materials/customMaterial.cpp, in CustomMaterial::setStageData, look for this:
and replace with this:
That fixed it for me, hopefully that will help you out!
07/26/2007 (5:05 pm)
I've run into this (or an extremely similar) issue. Try this:In materials/materials.h look for this:
enum TexType
{
Standard = 1,
Detail,
Bump,Replace with:
enum TexType
{
NoTexture = 0,
Standard = 1,
Detail,
Bump,Then in materials/customMaterial.cpp, in CustomMaterial::setStageData, look for this:
//--------------------------------------------------------------------------
// Set stage data
//--------------------------------------------------------------------------
void CustomMaterial::setStageData()
{
// This is necessary to insure that fallbacks are loaded when
// MaterialList::mapMaterials() is called - since it only calls
// setStageData() on top level material
//-----------------------
if( fallback )
{
fallback->setStageData();
}
//-----------------------
if( hasSetStageData ) return;
hasSetStageData = true;
S32 i;
for( i=0; i<MAX_TEX_PER_PASS; i++ )
{
if( !texFilename[i] ) continue;and replace with this:
//--------------------------------------------------------------------------
// Set stage data
//--------------------------------------------------------------------------
void CustomMaterial::setStageData()
{
// This is necessary to insure that fallbacks are loaded when
// MaterialList::mapMaterials() is called - since it only calls
// setStageData() on top level material
//-----------------------
if( fallback )
{
fallback->setStageData();
}
//-----------------------
if( hasSetStageData ) return;
hasSetStageData = true;
S32 i;
for( i=0; i<MAX_TEX_PER_PASS; i++ )
{
mFlags[i] = NoTexture;
if( !texFilename[i] ) continue;That fixed it for me, hopefully that will help you out!
#4
07/26/2007 (5:52 pm)
There's no difference between the changes in the materials header file?
#5
07/26/2007 (7:22 pm)
D'oh just fixed it, thanks for catching that!
#6
08/06/2007 (8:35 pm)
Oh, I installed the latest runtime files and it works now. Thanks !!!
Torque 3D Owner James Spellman