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Porting Mirko's Ravers Nature for ATi

Started by February 11, 2003 04:10 PM
85 comments, last by vincoof 21 years, 11 months ago
I also have the 8500LE. I''ve got Win2000, SP2. The gfx drivers are the very latest ever made for ATI Radeon 8500.

What OS do you have, and which drivers ?
I got my hands on a Radeon9700 and it worked perfectly too. Not tested with sound this time, but I don''t think it could be a problem
Cheers
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I''m in Windows 2000 service pack 3.

As to drivers... this is embarrassing to admit but I don''t know.
The card is an OEM and I haven''t updated the drivers because I''m not sure which one to use. I''m thinking of installing Catalyst 3.1 but not sure it will work since my card is OEM. This is what the opengl commands give me:

GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: Radeon 8500 DDR x86/SSE2
GL_VERSION: 1.3.3302 Win2000 Release

The control panel gives me this info:

Driver Proiver: ATI Technologies
Driver Date: 8/15/02
Driver version: 5.13.1.6166
Digital Signer: MS Windows Harware compatibility
OMG, I finally see the hills! Definitely worth waiting for . I installed the latest Catalyst drivers. That was the cloudy white scene I was refering to. It had been freezing right before the chess scene.

[edited by - Cat_B on March 12, 2003 3:29:29 PM]
It ran fine for a while, but after a split second of the chess scene it froze and I had to reboot.

Log:


  File open at 22:02:46  03/12/03-----------------------------------------------------------------* Logging Class by Mirko Teran-Ravnikar* Created for Unity2 Engine----------------------------------------------------------------- - Initializing window - DirectInput initiation... - OpenGL system info :  - Renderer : Radeon 8500 DDR x86/SSE2 - Vendor : ATI Technologies Inc. - Verison : 1.3.3561 WinXP Release - Extentions : GL_ARB_multitexture GL_EXT_texture_env_add GL_EXT_compiled_vertex_array GL_S3_s3tc GL_ARB_point_parameters GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_transpose_matrix GL_ARB_vertex_blend GL_ARB_vertex_program GL_ARB_window_pos GL_ATI_element_array GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_map_object_buffer GL_ATI_pn_triangles GL_ATI_texture_env_combine3 GL_ATI_texture_mirror_once GL_ATI_vertex_array_object GL_ATI_vertex_attrib_array_object GL_ATI_vertex_streams GL_ATIX_texture_env_combine3 GL_ATIX_texture_env_route GL_ATIX_vertex_shader_output_point_size GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_stencil_wrap GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_vertex_array GL_EXT_vertex_shader GL_HP_occlusion_test GL_KTX_buffer_region GL_NV_texgen_reflection GL_NV_blend_square GL_NV_occlusion_query GL_SGI_color_matrix GL_SGI_texture_edge_clamp GL_SGIS_texture_border_clamp GL_SGIS_texture_lod GL_SGIS_generate_mipmap GL_SGIS_multitexture GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_extensions_string WGL_EXT_swap_control <!> Point Sprites NOT supported.<!> NV Register Combiners NOT supported.<!> NV VAR not supported : using system memory. - Loading TrueType fonts from Franklin Gothic Medium - ATi code-path supported - Loading XBW: Textures\BW\bw_tex0a.XBW - Loading XBW: Textures\BW\bw_tex1a.XBW - Loading XBW: Textures\BW\bw_tex2a.XBW - Loading XBW: Textures\BW\RN_logo2.XBW - Loading ARB vertex program: VP\TerrainBasic.ARBVP - ATi Fragment shader for terrain initialized. - Cache allocated in system memory at address 02390024 - Terrain heightmap generated in 342.94ms - Creating Terrain QuadTree structure...(depth = 6) - QuadTree build in 1.02671ms - Loading XBW: Textures\BW\font.XBW - Loading TGA: Textures\matrix_glow.tga - ATi Fragment shader for TheMatrix initialized. - Terrain heightmap generated in 355.701ms - Creating Terrain QuadTree structure...(depth = 6) - QuadTree build in 1.0034ms - Loading ARB vertex program: VP\Shader_TSBM_0.ARBVP - Loading ARB vertex program: VP\Shader_TSBM_Diffuse.ARBVP - Loading ARB vertex program: VP\Shader_TSBM_Specular.ARBVP - Loading ARB vertex program: VP\PassTrough.ARBVP - ATi Fragment shader for TSBM initialized. - Lahte spline loaded from data\LahteSplines\Lahte_ChessFigure0.txt - Loading TGA: textures\particle0_white.tga - ATi Fragment shader for terrain initialized. - Loading XBW: Textures\BW\Trilogy.XBW - Loading XBW: Textures\BW\bw_tex0a.XBW - Loading XBW: Textures\BW\bw_tex1a.XBW - Loading XBW: Textures\BW\bw_tex2a.XBW - Loading XBW: Textures\BW\bw_tex0a.XBW - Loading 3DS file: data\Models\claw1.3DS - Demo Maneger stats:   - 1) Intro   (25s)   - 2) LogoBlur   (3s)   - 3) Sunrise   (19s)   - 4) The Matrix   (8s)   - 5) FireBox   (12s)   - 6) Terrain   (15s)   - 7) BlurThingy   (10s)   - 8) ChessBoard   (20s)   - 9) Particle Play   (15s)   - 10) Towers   (30s)   - 11) Fractal Morph   (10s)   - 12) Metaball & Plasma   (15s)   - 13) Credits   (30s)   - Total demo loop : 212s - Init sequence complete...  


500 x 2


// Website // Google // GameDev // NeHe // MSDN // OpenGL Extensions //
~neoztar "Any lock can be picked with a big enough hammer"my website | opengl extensions | try here firstguru of the week | msdn library | c++ faq lite
I'm not surprised about the bugs disappearing along with the driver upgrade !
There has been alot of improvement in vertex programs over the past months.

Mirko: I've noticed that the loading screen flashes a bit and kind of looks messed up, even of GF4. Do you see that too ?

neoztar: which OS do you have, and which driver ?

[edited by - vincoof on March 12, 2003 4:34:08 PM]
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vincoof : I know about the flicker.. but it only happens in fullscreen mode, so I realy don''t know what is the point. But I''ll look into it.
You should never let your fears become the boundaries of your dreams.
quote:
Original post by vincoof
neoztar: which OS do you have, and which driver ?



It''s in the log.




// Website // Google // GameDev // NeHe // MSDN // OpenGL Extensions //
~neoztar "Any lock can be picked with a big enough hammer"my website | opengl extensions | try here firstguru of the week | msdn library | c++ faq lite
I've got more recent drivers for Radeon8500 with Win2000 and it works fine.
I've got older drivers for Radeon9700 with WinXP and it works fine.

I'm sorry but I can't really compare since my Radeon8500 is not pluggged in the WinXP machine.
Do you have the service pack for WinXP ?

[edit] And do you have WinXP Home or WinXP Pro ?

[edited by - vincoof on March 13, 2003 5:43:38 AM]
I have WinXP Pro, but not SP1. (Though I have it on a cd, just hasn't bothered to install it)

The drivers were updated just before I made another post earlier in this thread. Has a new driver come out since then?

I will check it out once I get home...

edit: typos


// Website // Google // GameDev // NeHe // MSDN // OpenGL Extensions //

[edited by - neoztar on March 13, 2003 6:12:55 AM]
~neoztar "Any lock can be picked with a big enough hammer"my website | opengl extensions | try here firstguru of the week | msdn library | c++ faq lite

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