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DarkBASIC Professional Discussion / Is it my video card, or what?

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DARKGirl
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Posted: 14th Mar 2003 17:05
I own a Dell Inspiron 4150 with a Mobility Radeon 7500C and I am experiencing pixel swimming, which I can withstand. What I can not stand is that when I run programs made in DB, I see lines in objects and matices - where they're not supposed to be. I also experience lots of flickering and flashes of white that fills the whole screen. I have the latest drivers, is it jest that my portable computer has a crappy video card in it?

Thankx in Advance,
Flux
“I create games only to test my imagination’s limits” - MSB
MrTAToad
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Posted: 14th Mar 2003 19:26
Update the drivers first and see what happens. If it still does it, get a new card.

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins - oh my, yes!
DARKGirl
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Posted: 14th Mar 2003 19:29
I did update the drivers...and I don't think you can update a laptop computer video card.

“I create games only to test my imagination’s limits” - MSB
MrTAToad
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Posted: 14th Mar 2003 21:21
If thats right, you're a bit stuck then...

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins - oh my, yes!
DARKGirl
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Posted: 14th Mar 2003 21:30
That sucks...

“I create games only to test my imagination’s limits” - MSB
MrTAToad
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Posted: 14th Mar 2003 21:32
Indeed...

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins - oh my, yes!
DARKGirl
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Posted: 14th Mar 2003 21:39
But, have you ever experienced something similar to what I was 'talking' about?

“I create games only to test my imagination’s limits” - MSB
MrTAToad
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Posted: 14th Mar 2003 21:49
Nope - mainly 'cos I don't have a laptop...
The GeForce4 MX that I've got in my main machine only produces slight graphical error when I'm using full anti-aliasing...

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins - oh my, yes!
DARKGirl
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Posted: 14th Mar 2003 21:51
I have another question to ask...do you know how to create curved collisions? I need that to finish my retro game.

“I create games only to test my imagination’s limits” - MSB
MrTAToad
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Posted: 14th Mar 2003 22:10
No - what are curved collisions ?

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins - oh my, yes!
DARKGirl
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Posted: 14th Mar 2003 22:22
Well, a curved collision, in theory (I can be totally wrong) is that on a matrix, instead of using box collision for each tile, My track has curved surfaces on the tile, and I want the collision to be on the curve an not on the whole tile...does that make sense?

“I create games only to test my imagination’s limits” - MSB
MrTAToad
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Posted: 14th Mar 2003 22:48
Yes, I think so. I dont think its possible though...

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins - oh my, yes!
DARKGirl
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Posted: 14th Mar 2003 22:56
maybe if i use a lot of collision boxes?

“I create games only to test my imagination’s limits” - MSB
MrTAToad
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Posted: 14th Mar 2003 23:17
Yes, if you can place them correctly in a curve...

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins - oh my, yes!
Shadow Robert
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Posted: 15th Mar 2003 01:54
you can update the graphics chip in your Laptop - but it costs so much it ain't worth it...
heard alot about this "pixel swimming" recently, and i've never noticed it before myself - it sounds very strange, but i have the impression that what you guys believe is 'pixel swimming' is just a simple case of unfiltered textures, meaning the density of the pixels gives the impression that they're moving around when really its your eyes which are to blame (bloody optical illusions)

infortunatly there is no way to tell if its the eyes or the engine - but it is most likely the eyes.

as for the curve collision ... if i understand you right, then just use the 'Get Matrix Height' command from each of the 4 vertex from the current tile the player is on - divide each of the values up and then use a basic CurveBell calculation for each of the cross products.

This will give you the Height Calculation you need, you can then referance this on the matrix's get height command for the players point and check where it is for the collision.

hopefully that makes sense

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
DARKGirl
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Posted: 15th Mar 2003 03:21
Sorry, I know I was sounding a bit wishy-washy, but I will try to clarify what I am doing:

Like I said before, instead of using box collision for the whole tile, I want to set the collision to the image of the texture, which in my case is a pisture of a race track that is making a turn. I want to confide the vehicle to the track only, and when the vehicle comes close to the edge of of the track, the vehicle would get stuck in the box collision set to the adjacent grass tile that is set up for the collision. I hope that makes sense.

“I create games only to test my imagination’s limits” - MSB
Shadow Robert
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Posted: 15th Mar 2003 07:58
so really all you want to do is take the matrix
X Y ... and use a Bitmap X Y for the track collision right?

what your really asking for here is interpolated spline collision - where you give it points based on the bitmap and it will calculate the collision based on those points, either with a Bezier Curve calculation or with Standard Corners... that would be kinda tricky to accomplish - however i can see how i'd be a great advantage
wouldn't have thought of doing it that way myself hehee

so what you really need is an array which precompiles before the world is inililised.
that would store the points for each of the tile types, splines, points to calculate

so like

dim ptrTileSplines(Tiles,Splines,Points) as Vec2
dim ptrMatrixCollision(TileX,TileY,2)

1 is the tile texture matchs the TileSpline (used for the calculate) and 2 is for the Angle it is.
i'm not so sure about spline maths but its pretty standard Algebra Trignometry from point-to-point

you don't need the Y value for height as you can use just the get matrix height ... and if you do that for each wheel you can calculate the tilt of the vehicle

if i can find my pencil i'll jot down alot the calculations cause its easier to understand them witha diagram

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
HZence
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Posted: 15th Mar 2003 08:13
One thing you can do (that I discovered works for me) to fix pixel swimming is to make the resolution higher. In my FPS 800x600, there's a lot of pixel swimming, but in 1024.x68 there's none

Shadow Robert
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Posted: 15th Mar 2003 10:50
... you know thats probably the second most moronic comment i've ever seen in these forums

:: rubs temples :: god i wonder where the hell you people come from somedays...

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
Shadow Robert
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Posted: 15th Mar 2003 10:50
oh yeah... flux send me a screenie of what your card does please (^_^) i wanna check something out

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
DARKGirl
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Posted: 15th Mar 2003 17:30
Well, regarding the strange white flashes I experience, I do not think I can get a screenie of that, and when I took a 'Print Screen' image, you could not tell if there is pixel swimming or not. I can tell you what it looks like though: The images and objects load jest fine it's jest that the colours on the objects and matrices - well, anywhere on the screen seem to be constantly dithering with similar colours that are supposed to 'blend'. Does that make any sense?

“I create games only to test my imagination’s limits” - MSB
Shadow Robert
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Posted: 15th Mar 2003 19:52
not particularly ... i know what pixel swimming is - and it is usually worse on the lower resolutions (and if anyone read my explaination above then it wouldn't seem such a mystery to why) - the white flashs is a definate problem.

why don't you get pro to dump the screen to a memblock and then export the memblock as a file - if you take like 100 in a row that should be enough to get the idea ... take the dump from the backbuffer.

zip up the blocks and email them to me

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
Shadow Robert
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Posted: 15th Mar 2003 19:56
you know its kinda dawned on me that this is a new 'word of the moment' the 'pixel swimming' ... i know that, that isn't the actual word for this phenominon (which i'm still not sure that it is a real problem)

you know actually before you send a sample of the simming - texture a block, and setup your program so you can spin around it...

tell me when the 'swimming' happens the most @

Fullscreen
- 640x480x16
- 800x600x16
- 1024x768x16
- 640x480x32
- 800x600x32
- 1024x768x32

Windowed (if your desktop is less than the max value don't worri about it)
- 640x480x16
- 800x600x16
- 1024x768x16
- 640x480x32
- 800x600x32
- 1024x768x32

Windowed Fullscreen
- 640x480x16
- 800x600x16
- 1024x768x16
- 640x480x32
- 800x600x32
- 1024x768x32

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?

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