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kuIoodporny

GeForce 2 MX400 rendering problem

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I've finally decided to publish my problem. I have GF2 MX400 graphics card, and in 16 bit color modes shadows, object edges and half-transparent textures appear like that:

geforce2mx400.jpg

Due to this I play with disabled shadows. In 32 bit modes this bug don't appear, but I get ~10 fps.

It happened suddenly - after coming back from holiday I found out OFP drawing spoiled shadows. I've checked out 12 drivers, 3 DirectX's, AGP & D3D settings... and problem is still unsolved. I know only that problem lies exactly in graphics subsystem of my PC.

Does anybody know something about this one?

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I think it only occurs in 16-bit mode.

I think it cast a shadow from all LODs, so it looks pretty wierd.

Try Omega Drivers

Otherwise, get some money and buy a new gfx tounge2.gif

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maybe its problem with depth buffer

try using wbuffer in ofp visual options

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I tried W-Buffer already. It reverses edge bug - far are drawed incorrectly. FPS is degraded too crazy_o.gif I'll try Omega.

Thx for support for now notworthy.gif

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Almost no difference... With Omega drivers everything looks better. But it doesn't mean "normally"

MX400's W-Buffer is a piece of... something huh.gif

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I remember I had got this problem with my mx400 ...

but I, well, dont remember how I manane to repair it ...

I'm almost sure its a depth buffer problem, maybe when you create a 16bit window, depth buffer is 16bit also (means double less precise than 32bit). Then two polygons close to each other will 'intersect'. Why its only gets like this with polygons using alpha channel (like glass)? Because it has to be z-sorted to render properly and most of fast z-sorting heavily depends on depth buffer...

Thats just diagnose of your problem. I just dont remember how to made it to work properly

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I dont think it can be fixed confused_o.gif , only fix i know is to run at 32 bit, if you must run at 16 bit (because of HW performance limitations) you shouldnt have shadows on anyway smile_o.gif .

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