Game Development Community

Josh or Melv: DirectX Problems

by Gabor Borbely · in Torque Game Builder · 04/21/2005 (10:51 am) · 24 replies

The new 1.0.2 Windows version of T2D opengl functionality works fine. I was just wondering if there is currently a way to tweak or fix the D3D settings to allow both T2D and the included demos of this version to work properly . Currently, in D3D mode, I, as well as a few other people here, are experiencing severe tearing and jumping, not just with the demos, but also while running the particle editor. Sometimes, a good half of the images on-screen actually go missing. Probably requires just a little tweaking.
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#21
04/22/2005 (11:36 pm)
Looks like this behavior is due to calls to glFinish() that were taken out in 1.0.2 (thanks to Ken P for checking this out).

For those who are interested in the technical bits of what's going on here... Torque renders D3D through an a layer that converts OpenGL calls to D3D calls. That's why you need the ___2d3d.dll's in order to render in D3D mode. Another caveat is that the gl->d3d stuff uses glFinish() to sync up the d3d layer and indicate that a scene has ended.

Thus, when we removed the calls to glFinish, we screwed that up. :) Removing these was a mistake, and I should've more carefully checked out this change before we released.

For those who are knowledgable in OpenGL... yes, the calls to glFinish are bad. They really should be ifdef'd for Windows only.. no need for them on OS X and Linux. And, really, they should be removed for Windows too, though an alternate sync mechanism would be required... glFlush might serve just fine.

Anyway, we'll be adding the calls to glFinish back in the 1.0.3 update, along with some other quick fixes to 1.0.2 that we have.

Thanks for all the reports here guys.
#22
04/23/2005 (1:02 pm)
That's great Josh!:) So glad that Ken could figure this out, that was a big help, thanks Ken!:) Josh, you have done a great service to the T2D community by giving us a better idea as to how T2D works across different platforms here. Really nice stuff to know!:) Thanks Josh!:)
#23
03/21/2007 (10:36 am)
Thought I would add this link...seems to point to a more async way to do what glFinish does. Not sure if this helps anyone.

http://developer.apple.com/qa/qa2004/qa1158.html
#24
04/08/2007 (11:46 am)
Wow.. that was some serious time travel. :)
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