I added a workaround in the texture code for ATI cards. It seems it doesn't handle well compressed textures if they aren't power of two ... In fact mipmapping doesn't work very well with it, so when a non power of two texture is created its filter is set to GL_LINEAR (no mipmapping).
This is an easy solution, it decreases quality on objects that moves and uses non power of two textures, but it draws menu backgrounds correctly, requires a bit less video memory. It doesn't affect map rendering since the MAP object uses power of two squared textures.
This hack is used only on ATI cards, on Nvidia and other cards it uses mipmapping for all textures that require it when calling GFX::make_texture.
There is no visible drawbacks on unit models, and since sprites are drawn facing the camera, there is no noticeable change with them either except there is no more drawing bug on it.
There is also another solution:
scale textures to be power of two textures, but in order not to lose quality it would require much more memory so I implemented the other one.
ATI workaround
- zuzuf
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ATI workaround
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