Hail Graf!!!
[Driver issue]ATI Fog problems (formerly: Blinking lights.)
Moderator: Graf Zahl
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lemonzest
- Posts: 101
- Joined: Wed Aug 31, 2005 19:03
- Location: Nottingham, UK
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Graf Zahl
- GZDoom Developer

- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
Finally. Now I can go to bed. It's about time (3.20 am)
This was a *really* stupid thing. As I said, ATI must be insane. How stupid must one be to activate something unstable by a commonly used command?
I'm waiting for more results and if all checks out this goes to 'closed bugs' first thing in the morning.
This was a *really* stupid thing. As I said, ATI must be insane. How stupid must one be to activate something unstable by a commonly used command?
I'm waiting for more results and if all checks out this goes to 'closed bugs' first thing in the morning.
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BetaSword
- Posts: 132
- Joined: Thu Sep 01, 2005 0:01
Yep, that fixes the flickering for me, too, although now it seems like there's hardly any depth fog, at least in maps that don't have odd colored fog, like MAP01 of Doom 2. You can still see a bit of darkness if you're far away from something, but other than that, there doesn't seem to be much at all. But that could always be on purpose, I don't know.
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lemonzest
- Posts: 101
- Joined: Wed Aug 31, 2005 19:03
- Location: Nottingham, UK
i still have the depth fog working, to test the fog settings which are easy to see in the PAR.wad E1M6 you can try toggling the depth fog option off and on, it makes a lot of difference. on the normal maps in ultimate doom (e1m1), it works also, its just not as pronounced as the software renderer
Edit: grammer and spellings, god my english sucks
Edit: grammer and spellings, god my english sucks
Last edited by lemonzest on Thu Sep 01, 2005 4:17, edited 1 time in total.
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solarsnowfall
- Persecution Complex
- Posts: 363
- Joined: Fri Aug 05, 2005 8:51
On the latest test version I got areas like this on M4 of 007LTSD. I don't know if it has anything to do with the implamentation of fog on the map itself, but in a few places the fog seems denser than others, wich changes based the player's perspective. For the most part it's not noticable, but when you get it to happen, it stands out quite a bit.
EDIT: Radeon 9800 Catalyst 5.8 Drivers.
EDIT: Radeon 9800 Catalyst 5.8 Drivers.
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Graf Zahl
- GZDoom Developer

- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
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BetaSword
- Posts: 132
- Joined: Thu Sep 01, 2005 0:01
I can definitely confirm it. As it is, the depth fog (when it actually decides to show up, usually after switching to software rendering, then back to OpenGL again) likes to act excessively odd, moving around as the player does, shifting around in very odd ways depending on where the player looks... I would post screenshots, but I've only noticed this so far in a map I'm working on, that I'd like to keep semi-under wraps until it's done. But meh, I'm sure I could figure it out with some other maps, too.
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Graf Zahl
- GZDoom Developer

- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
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Willis
- Posts: 27
- Joined: Tue Aug 30, 2005 19:57
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NiGHTMARE
- Posts: 60
- Joined: Wed Aug 31, 2005 1:14
Yep, ATI's cards might render professional games properly (including problem-free fog effects), but if they cause problems with a brand new Doom source port, they must suck! 
Seriously though, something tells me that if Graf had developed GZDoom using a system with an ATI card, all the bug reports would be from NVidia users. I'd imagine that if you don't have direct access to hardware, it's rather difficult to get your software to run perfectly with it.
Seriously though, something tells me that if Graf had developed GZDoom using a system with an ATI card, all the bug reports would be from NVidia users. I'd imagine that if you don't have direct access to hardware, it's rather difficult to get your software to run perfectly with it.
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Graf Zahl
- GZDoom Developer

- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
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Willis
- Posts: 27
- Joined: Tue Aug 30, 2005 19:57
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BetaSword
- Posts: 132
- Joined: Thu Sep 01, 2005 0:01

