Looks like this has the same issue on my G5 / Radeon 9600 as the other
demo app has (I forget it's name).
Screen shot - <http://webpages.charter.net/johnts/repo.jpg>
Something's not right with RB3D and G5/Radeon.
On Jun 17, 2004, at 3:56 PM, Paul Kaiser wrote:
Hey gang,
I have almost everything figured out for Repossessed.
One problem that has been around for some time is a herky-jerky screen
thing that happens as you're walking from here and there.
The problem started sometime after I combined small static tiles (2D
Object3D's) itno one larger tile to conserve on object numbers.
I've posted a built version of the current app (no code...) and also
the code as it stands. In that read me is this explanation I put:
Current problem to solve:
While walking through, you'll notice at times a huge JERK. (No, not a
big mean antisocial guy... I mean the screen jerks...)
Idea:
Wondering if the textures for some tiles (although prototyped /
cloned) are not actually loaded correctly before tiles are made
visible in the culling routine... and therefore all of a sudden the
graphics card is having to suck a large 256 x 256 x 32 texture down
the pipe when some large tiles are made visible.
The built version (if you want to see it but don't have 5.5 or don't
care to see the code):
http://www.goodlearning.com/testing/repo55built.hqx
The code (RB 5.5.2):
http://www.goodlearning.com/testing/repo55code.hqx
Any feed back is always welcome.
BTW, I forgot to include in the notes...
You can modify the game map if you want, in Photoshop or whatever.
It's the file: MapTest32x32.tif
It does not have to stay 32 x 32, but it DOES have to remain square...
Green = 255 is where the player will start out.
Green = 155 will put a skeleton spawning thing there.
Red = 255 is walkable floor area
Red = 0 is nogo area
Thanks,
Paul Kaiser
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