UberJebus
11-16-2002, 02:28 AM
I'm getting that problem where things in the distance have huge ugly jaggies.. especially where buildings meet landscape. Only happens in OpenGL... Most noticeable is of course in Tribes, but I also see it in large distances in serious sam, as well in openGL games where there are two surfaces really close together (like the console screens in a certain id game)
I know this is an old problem in opengl tribes... In fact I've had it before. The problem was that in 16-bit color mode, the z-buffer wasn't accurate enough to represent things that were either really close together or far off in the distance as actually being in different places, so the graphics card tries to render them in the same place... I always fixed it just by changing to 32-bit color mode.
Worked fine with my TNT, GF2 Ultra, and GF3 Ti200. But now my GF4 Ti4600 doesn't seem to want to use the high precision z buffer... I *think* it's using 32-bit color though.. I've gone through a bunch of different drivers, both 30-series and 40-series detonators (currently 41.03) and it's always been there...
I know there's an option to force 16-bit z-buffer (the low accuracy one), but it's never been enabled... I have opengl set to force 32-bit textures, i run the games at specifically 32-bit color mode, and my desktop is set to 32-bit...
Anyone know how I can fix this?
I know this is an old problem in opengl tribes... In fact I've had it before. The problem was that in 16-bit color mode, the z-buffer wasn't accurate enough to represent things that were either really close together or far off in the distance as actually being in different places, so the graphics card tries to render them in the same place... I always fixed it just by changing to 32-bit color mode.
Worked fine with my TNT, GF2 Ultra, and GF3 Ti200. But now my GF4 Ti4600 doesn't seem to want to use the high precision z buffer... I *think* it's using 32-bit color though.. I've gone through a bunch of different drivers, both 30-series and 40-series detonators (currently 41.03) and it's always been there...
I know there's an option to force 16-bit z-buffer (the low accuracy one), but it's never been enabled... I have opengl set to force 32-bit textures, i run the games at specifically 32-bit color mode, and my desktop is set to 32-bit...
Anyone know how I can fix this?