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Thread: Antialias - strange behavior

  1. #1

    Antialias - strange behavior

    I tested my game with the new components on two pcs. When running in fullscreen mode in Direct3D it seems that Antialias is turned off.
    But when I press "Alt+Tab" to switch back to windows and return to the game antialias works.
    Am I doing something wrong or is this a bug ?
    Here is the main code of my inititialization:
    [pascal]
    m_oPowerDraw := TPowerDraw.Create(AOwner);
    m_oImageList := TAsphyreImages.Create(AOwner);
    m_oPowerDraw.Images:= m_oImageList;
    m_oPowerDraw.Width := p_iScreenX;
    m_oPowerDraw.Height := p_iScreenY;
    m_oPowerDraw.Windowed := p_bWindowed;
    m_oPowerDraw.Mode:= rmDirect3D;
    m_oPowerDraw.VSync := p_bVSync;
    m_oPowerDraw.BitDepth := bd16bit;
    if m_oPowerDraw.VSync then
    m_oPowerDraw.BackBufferCount:= 2;
    Result := m_oPowerDraw.Initialize();
    if (Result <> 0) then
    begin
    Exit;
    end;
    Result:= m_oPowerDraw.InitDevice();
    if (Result <> 0) then
    begin
    Exit;
    end;
    [/pascal]
    But sometimes antialias works when I start the game(1 of 5 times).

  2. #2

    Antialias - strange behavior

    High Nightmare,

    I don't have such problems (I have others :-) ).
    Sounds like a problem with your graphic card, because as you wrote, sometimes it works, sometimes not. What graphic card do you use? Tried it on different PCs? If you don't have any, I can test it for you on about 5 different PCs with different graphic cards if you post a link somewhere.
    Have you installed latest drivers?
    Maybe you have configured some settings in display-settings-advanced that cause this behaviour?

    Just some ideas....

    Greetings,
    Dirk
    <a href="http://www.greatgamesexperiment.com/game/Valgard/?utm_source=gge&amp;utm_medium=badge_game"><img border="0" alt="GGE" title="GGE" src="http://static.greatgamesexperiment.com/badge/game/valgard/gge400x56.png"></a>

  3. #3

    Antialias - strange behavior

    Btw, non-related question... is there any specific reason you create the components in run-time?
    As for the question, do you set Antialias property?
    It can be changed as:
    [pascal]if (m_oPowerDraw.Device is TAsphyreDev3) then TAsphyreDev3(m_oPowerDraw.Device).Antialias:= MyAntialias;[/pascal]

  4. #4

    Antialias - strange behavior

    I created my own class because I want to wrap all drawing methods. When there's enough time, I want to implement another class with opengl which can be used optional.
    @Lifepower: I thought that the Antialias property was removed in the new version.I'll try your code. Maybe that's the solution.

    @Huehnerschaender: Both pcs have win2k. One has a geforce4MX, the other one a geforce2TS.

    Here you can download a demo of my game. In the file "Cobal.ini" you can set properties like Fullscreen, BackbufferCount and VSync.(~36MB)

  5. #5

    Antialias - strange behavior

    Hi Nightmare,

    I started the game about 15 times and always antialiasing was enabled.
    I just took a look at the starting page (intro).

    Did you already try the setting lifepower mentioned in the last post?

    I have GeForce 4 Ti installed here.
    Are you interested in a test on ATI card?
    I have also GeForce2 MX 200 and GeForce2 MX 400 (shared memory) PCs available.
    <a href="http://www.greatgamesexperiment.com/game/Valgard/?utm_source=gge&amp;utm_medium=badge_game"><img border="0" alt="GGE" title="GGE" src="http://static.greatgamesexperiment.com/badge/game/valgard/gge400x56.png"></a>

  6. #6

    Antialias - strange behavior

    Thanks for testing. I tried the code from Lifpower, but it doesn't fix the problem.

    When I start the game it looks bad:

    When I switch to windows and back to the game you don't see the lines of the iso tiles:


    Could you please try that ? When you push "+" you can zoom.

  7. #7

    Antialias - strange behavior

    Did you check Landscape demo that comes with Asphyre? It shows isometric terrain with multiple height. Does the same problems occur there?

    The lines that are missing seems to be related to the "last pixel issue" I have been struggling with in Direct3D. Due to my major attempts to make software emulator compatible with Direct3D (that is, to make sure it shows the same thing Direct3D does), there can be slight differences in lines drawn in Software Renderer and Direct3D (in the edges - there could be differences due to rounding errors). However, Direct3D resolves last pixel issue in different way Asphyre does. Did you check the same application in software mode?

  8. #8

    Antialias - strange behavior

    You are right.
    When zooming the lines appear,
    switching to Desktop and back let the lines vanish but then antialiasing is off.

    It seems that the settings change. Maybe lifepower can say more about this.

    By the way, do you use the Pixels-property anywhere in your game? This has nothing to do with your problem, but with mine
    <a href="http://www.greatgamesexperiment.com/game/Valgard/?utm_source=gge&amp;utm_medium=badge_game"><img border="0" alt="GGE" title="GGE" src="http://static.greatgamesexperiment.com/badge/game/valgard/gge400x56.png"></a>

  9. #9

    Antialias - strange behavior

    It seems that you are more satisfied with the second screenshot you posted, but in this antialiasing is OFF.
    The first screenshot shows antialiasing ON and here I guess the lines appear, because of the reason why lifepower has implemented the REALSIZE property of textures.
    <a href="http://www.greatgamesexperiment.com/game/Valgard/?utm_source=gge&amp;utm_medium=badge_game"><img border="0" alt="GGE" title="GGE" src="http://static.greatgamesexperiment.com/badge/game/valgard/gge400x56.png"></a>

  10. #10

    Antialias - strange behavior

    no, I never needed Pixels-property, but I could test something if you want.

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