Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Solatar on September 06, 2003, 03:48:13 pm
-
For some reason whenever I run fs2 with DX8, it looks like crap (boxes around things, other weird things that makes it look like ****) so I run everything in OpenGL. Only problem I have with it is: Why is everything so pixelated? Example: when you get really close to a ship in DirectX, it just looks fuzzy. In OpenGL, I can see the individual pixels on each ship. Why is this? Or if it isn't my comp's fault, will it be fixed?
-
Sounds like some kind of filtering is not taking place. Try forcing a blending mode (through your video card) and see what happens. Bilinear is average for a game like FS2....trilinear is really amazingly awesome looking. See what happens.
-
I have the same problem. No driver changes for my Ti4200 make any difference for me (they're on the defaults anyway, so I doubt they are the problem).
-
Anybody know how to do that with an ATI Radeon 9000 Pro 128mb? I've looked through loads of options, but I can't find where to change the blending mode (I know what you're talking about though:) )
-
i thought it already used bilinear filtering. i think DX uses trilinear.
-
I know, but can I get it to use trilinear?:)
-
the way textues are stored in freespace as 1555 (argb) textures makes and sort of auto-mipmapping impossible which is required for trilinear
-
phreak, auto-mipmapping doesn't work right in DX either, so no trilinear there. I'm suspecting that the mag filter is accidentally set to GL_NEAREST, because it wouldn't be pixelated otherwise.
-
Originally posted by Solatar
For some reason whenever I run fs2 with DX8, it looks like crap
You might want to report that as a bug. Otherwise it will stay the way it is. A screenshot would be helpful.
-
I'll get one as soon as possible.
-
It's not really that bad, but the alternative (OpenGL) doesn't do it to as great of an extent.
Notice the lines cutting through the hud and the "boxes" around the text. This is done everywhere, and not just in-mission. (click the enlarge, and you may have to to see what I'm talking about)
(http://www.swooh.com/peon/Solatar/screenshot.jpg)
(http://www.swooh.com/peon/Solatar/screenshot2.jpg)
EDIT: Just took a look at those screenies, and it appears that they don't look quite as bad as it does in-game.:doubt:
-
Anti-aliasing causes this.
Its not like FS2 is the only game that suffers when you turn that on though. Still, I guess I should look into that at some point... sigh..
Thanks for posting the report.
-
I had a similar problem, I think it got fixed whe I changed (in the registry) texture origin to 0, and use large textures to 4
-
That should fix all bitmaps except the font
-
my problem has been my textures (all of them, including font) were off by one pixel, changeing the texture origin fixed this problem but then I had lines running down the scren, I for some reason thougt this would be caused by the textures getting segmented or something, so I changed the large textures value and that fixed it
-
Bob, that registry hack fixed the DX8 bug, except now backgrounds (planets, etc.) are all blurry. Oh well, it looks MUCH better than it did before so I'm not going to complain.:D
-
Does your video card have a compatibility option called 'Alternate Pixel Centre'? If so, turn it on when the text looks like that. My old Radeon VE used to do it in Warzone 2100, but Alt Pixel Centre fixed it.
It's something to do with the way pixel coordinates are defined when rasterising. Text tends to suffer more from this problem than any other texture type.
-
Originally posted by Fry_Day
phreak, auto-mipmapping doesn't work right in DX either, so no trilinear there. I'm suspecting that the mag filter is accidentally set to GL_NEAREST, because it wouldn't be pixelated otherwise.
i checked and GL_NEAREST is only used for interface art. is there a Hint() parameter than would make it better?
-
Adunno, the only one that's in any way related is GL_PERSPECTIVE_CORRECTION_HINT, which I assume is set to GL_NICEST (Since the speed hit is negligible anyway)