Forums » Linux
Ugly Full-Scene Glow Effect
I wasn't entirely sure where to post this, so, sorry if it belongs in bugs or something. Anyway, to sum it up, here's what the effect looks like in general:
http://dextrocardia.net/dump0004.jpg
And to see the overall effect:
http://dextrocardia.net/dump0005.jpg
Note the blockiness. Seeing other screenshots, it looks smooth, and nothing like this, and I'm assuming those screenshots are from a Windows machine. Or, maybe it's just my machine. Anyone know? My specs are as follows, if anything else is needed, let me know:
AMD Athlon XP 2000+
BFG GeForce FX 5500 OC 128mb
256mb DDR DIMM
nvidia-kernel 1.0-6629
Gentoo Linux (kernel 2.6.9)
http://dextrocardia.net/dump0004.jpg
And to see the overall effect:
http://dextrocardia.net/dump0005.jpg
Note the blockiness. Seeing other screenshots, it looks smooth, and nothing like this, and I'm assuming those screenshots are from a Windows machine. Or, maybe it's just my machine. Anyone know? My specs are as follows, if anything else is needed, let me know:
AMD Athlon XP 2000+
BFG GeForce FX 5500 OC 128mb
256mb DDR DIMM
nvidia-kernel 1.0-6629
Gentoo Linux (kernel 2.6.9)
Writing out my specs makes me realize that it's probably the new NVIDIA kernel. Still though, does anyone else have this problem?
Hmm. Seems your glow pass is dithered. Are you using 16-bit textures?
Make sure that
1) Your texture color depth is the same as what your screen depth is set to in vendetta config
2) if you are using 32-bit in Vendetta, X is set to 24-bit
3) you have texture compression off
1) Your texture color depth is the same as what your screen depth is set to in vendetta config
2) if you are using 32-bit in Vendetta, X is set to 24-bit
3) you have texture compression off
I am using 16 bpp in X, 16 bpp in Vendetta, and 16 bit textures.
Well, 16-bit causes dithering. Thus, you will get uglier everything. It's the same in every other game.
PS: Since the devs appear to use transparency in texures, that means that 16-bit textures only allocate 12 bits for colors. Now you have 4096 possible colors in textures. Starting to get the picture?
PS: Since the devs appear to use transparency in texures, that means that 16-bit textures only allocate 12 bits for colors. Now you have 4096 possible colors in textures. Starting to get the picture?
PS: no, it's 12 bits for color and 4 bits for alpha in the case of transparent textures, which the rglow texture is not.
Oh, you use 4bit alpha. Weirdos. :P
Only for 16-bit textures with alpha channels. They're loaded as 4444 ARGB, which definitely beats 1555 for like, the text.