ATi vs nVidia discrpency
I've been working on bump mapping the terrain for the game I am working on, and for the Torque Game Engine, which my game is based on. I developed the bump mapping on a GeForce4 Ti4400, but people are having trouble with it with their ATi cards. I finally got access to an ATi card, and I had the same problem. It looks as though the texture filtering isn't quite right, but I'm still not completely sure what's going on.
I'm using the emboss bump mapping technique as to save on operations, and make the effect available on the most video cards. However, I am also using texture environments with the combine extention or blending for those cards that can't multitexture, for adding the textures together for the bump map. I am also using trilinear (GL_LINEAR_MIPMAP_LINEAR) texture filtering for minification, and GL_LINEAR for magnification. I really don't see why it would be doing this, but here's some screenshots to illustrate what I'm talking about:
nVidia vs Ati
Here's a few more shots...
This is a zoomed in shot of the bump maps when they are scaled up by 20 fold to exaggerate (sp?) the effect. You can see what almost looks like unfiltered textures in the little squares of solid color, rather than smooth transitions between colors.
This is a zoomed in shot of the normalally scaled bmp map, where you can see the artifact.
Well, on my end, I can't get the zoomed in image of the normal scale bump maps to work either. I guess computers just hate me right now. It *SHOULD* work because I uploaded and linked to the right image, but it's not showing the right one.
Any ideas?
Legends Development Team
[edited by - Hobbiticus on June 30, 2003 3:28:35 PM]
[edited by - Hobbiticus on June 30, 2003 3:40:33 PM]
Legends Development Team
What is the exact pipeline for each shot there? Are they identical? (and which Ati card is it?)
How do you setup your texture environment functions. Could you post some source code ?
Eek, forget emboss ever existed. Say it over and over again, then delete all evidence of it from your computer. It looks crap and tends to be really unstable. Once done, start with Dot3 bumpmapping. It''s supported on a geforce and everything above, which everyone has now a days.
Death of one is a tragedy, death of a million is just a statistic.
Death of one is a tragedy, death of a million is just a statistic.

If at first you don't succeed, redefine success.
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