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DarkBASIC Professional Discussion / Why do matrixes in dbpro look so bad?

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AzureZeal
23
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Joined: 10th May 2003
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Posted: 3rd Jul 2003 15:24
I was playing around with matedit, and you can really see the difference. The matrixes in db pro look like crap compared to db classic, and I dont see any flags/options to change it. Textures in db pro look like they have spots all over them, while textures in db classic look smooth and clear. Also, when moving around, the db pro matrix seems to shift, as if its updating the texture (kinda looks like a thin layer of water washing over the texture, hard to describe).

Is it just me? Is there anyway to get things to look the way they did back in classic?

BTW - Im not doing any special normalize commands. Just creating a simple matrix and texturing it with a basic 256x256 img.
AzureZeal
23
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Joined: 10th May 2003
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Posted: 3rd Jul 2003 16:24
2 new matrix related problems...

1.) When I use the position matrix command, all of the "get ground height" data gets screwed up. How do I fix this? I tryed playing with the "vector 3" command, but couldnt figure it out.

2.) When using a image with multiple textures, even when the image is sized perfectly - a 512x512 cut into 2,2 - Some of the pixles from adjacent textures seem "bleed" onto other textures. This is really barely noticeable, but still bugs me. To test I did a solid black 256x256 texture, next to a solid red 256x256 texture. Sometimes, when looking at matrix tiles faraway, and at just the right angle, you can see some red. I guess its unlikely youll ever have textures with edge pixles in such contrast (red vs black really shows up), but like I said, still shouldnt be happening.

And of course still cant find a way to turn off those damn texture spots. Even when I set the matrix flags that deal with lights/mipmapping to 0, I still get spots.

spooky
23
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Joined: 30th Aug 2002
Location: United Kingdom
Posted: 3rd Jul 2003 16:43
1) matrix height command is relative to matrix position, not the world, e.g. if your matrix is at X=500,Z=200, then deduct 500 from X and 200 from Z inside ground height command.

2) Bloody annoying - currently only way to get rid of lines is setting filter flag to 1 in set matrix command BUT you lose a fair bit of smoothing, but is better than nothing. See link below:

http://www.darkbasicpro.com/apollo/view.php?t=10805&b=6

Hopefully this is fixed in next patch / update / upgrade or whatever its called now!

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AzureZeal
23
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Posted: 3rd Jul 2003 17:29
Well thats even more bad news. Youre right, you cant use the smoothing effect unless you want your textures to bleed into one another. But Id be happy if I could just find a way to turn off those damn spots (I think they are mipmaps?). It looks like a damn screen door over my textures. VERY noticeable with solid color textures, especially when youre in close. There HAS to be a way to turn that off.

spooky
23
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Joined: 30th Aug 2002
Location: United Kingdom
Posted: 3rd Jul 2003 17:45
Any chance of a screenshot? I've not seen spots on matrices before. Also, you are running latest patch 4.1 aren't you? There is a bug in 4.1 where textures are drawn with a horrible spotty texture if you are running in 16bit mode. This has been addressed in next patch. Try running in 24/32 bit mode and see if it makes a difference.

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Shadow Robert
23
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 3rd Jul 2003 17:55
ya know i kinda wish they'd add Matrix Indexing Altering so that we can edit the point index of the matrix rather than just the stupid faces, would give us alot more control (even if it is old and useless now)

AzureZeal
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Posted: 3rd Jul 2003 18:35
Whooo thanks sonic changed the colordepth and the screen foor is gone. go sonic go go go. Guess we just have to wait for patch 5 to fix the smoothing/bleeding eh? oh well

spooky
23
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Joined: 30th Aug 2002
Location: United Kingdom
Posted: 3rd Jul 2003 22:36
Read me posts about it here and Lee Bamber's response:

http://www.darkbasicpro.com/apollo/view.php?t=10659&b=1

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