Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Silencer on July 14, 2006, 03:26:04 pm
-
So I finally got FS2Open running well. But I notice that in the main menu there are thin black boxes around parts of the menu (ones that show movement like doors opening), and text gets little colored half-borders around each word or letter. I remembered having a similar problem with some games running Direct3D, and solving it with some kind of "texture alignment" value. I've tried looking for the same kind of texture alignment adjustment for OpenGL (Nvidia drivers 91.31) but don't see any. Anybody know how to fix these graphical artifacts?
-
What build of FS2_Open are you using?
What video card do you have?
-
Sorry, guess I should have mentioned that.
Using redmenace's 7/10 CVS build (standard, unoptimized), and I have a GeForce 6800 GT
-
Strange, I have the same card and don't have that issue. What resolution are you running at?
-
this little bug happened to me on 1280x1024 rarely on a FX5700, i think its more or less a driver specific bug. it changes for me with the version of the drivers used.
-
What resolution are you running at?
1280x1024.
-
I too have that at 1280x1024. I just assumed it was a resize of scaling those up from 1024x768. 9600 XT, 4.12 Catalyst, All RC versions and All redmenace CVS build's from 20060601-20060713. The consistancy regardless of build is what led me to believe it to be a resize and not a build issue. I also had it happen on my previous OS install when I was running the 6.3 Catalysts. (I reverted for good reason)
-
May have this fixed now. Give it a try with the next available build and see if you still get the problem.
-
I tried redmenace's 7/15 build, is this the next available build you were referring to? The thin borders around moving parts of the main menu are gone, but the partial borders around text remain.
-
Not much I can do about the text unfortunately. About all you can do it use a standard resolution, or get lucky with your video drivers or something (ie, Works-For-Me). The problem is that text is really just one big texture, and the letters are so close together than you can end up seeing bits of other letters when you use a non-standard resolution, it's just a precision issue. This is actually a lot better than it used to be but it's certainly not perfect. The problem is that we create a rectangle clip around the letter, but the rectangle is an integer, and with the non-standard resolution it needs float percision.
Beyond waiting for the time I need to envetually fix the totally redone font code, I don't know what else to offer as a fix. The borders around normal type images was easily solved, but text is just a whole other issue.
Do post a screenshot if possible though, just to make sure the known text problem is what you are actually seeing. If it's another issue then perhaps there is more that I can do to try and resolve it.
-
Thanks, taylor. I appreciate everything you've done up to this point. Here's a screenie showing the text problem, a little harder to see than in actuality, unless you view it full screen or something.
[attachment deleted by admin]
-
This is the problem that used to fixable by the Fix Font Distortion Problem tickbox on the video tab of the launcher (or something that looks exactly the same as it).
I've got no idea if that checkbox still does anything but I suppose it can't hurt to try :)
-
Thanks, taylor. I appreciate everything you've done up to this point. Here's a screenie showing the text problem, a little harder to see than in actuality, unless you view it full screen or something.
Yep, that appears to be the same problem, though it seems to be worse for you than I've seen in a long time. I assume that it goes away if you just use 1024x768 res, correct?
I'll have another look at the font code later today and see if I can't come up with any new ideas for a fix.
This is the problem that used to fixable by the Fix Font Distortion Problem tickbox on the video tab of the launcher (or something that looks exactly the same as it).
I've got no idea if that checkbox still does anything but I suppose it can't hurt to try :)
That only does anything in D3D, so it wouldn't be much help here. :)
-
I should have been tipped off about that from the fact that it's basically the same as the D3DTextureOrigin registry hack :lol:
-
I should have been tipped off about that from the fact that it's basically the same as the D3DTextureOrigin registry hack :lol:
Actually, it is the D3DTextureOrigin hack. ;)
-
Yeah but you don't have to enter it into the registry manually ;)
-
Oh and I should probably add, since someone might ask, that I've tried a similar "font fix" for OpenGL and it didn't work. It made the problem worse if anything. So instead I decided to take horrible advantage of the precision error in float to integer conversion and that greatly reduced the problem.
Why it's being such a problem for Silencer is a mystery to me though. Well, that's not exactly true, the code sucks basically. :)