Rings display problem on ATI1950Pro
Posted: 06.08.2008, 21:53
I have just joined the list, so apologies if this is a known issue -- I couldn't find it mentioned anywhere.
On my home PC (XP Home, SP2, P4 3.4GHz 3GByte RAM) with ATI1950 Pro (512Mbyte RAM), display card (latest drivers) I see artefacts on the rings of Saturn. I get rogue pixels corresponding to the edges between quads. This effect appears in all render paths (basic, multitexture, OpenGL Vertex Program and OpenGL 2.0).
See: http://myweb.tiscali.co.uk/blobchaser/CelestiaSaturn.jpg to see what I mean.
I have built a local version of Celestia and tried many things (control panel settings, disable blending and depth buffering, triangles rather than quads ...) to no avail.
Finally, I found something that removed the artefacts, but sadly it's not really a fix. If I disable mip-mapping (by setting the texture parameter to linear), the problem goes away, but of course, the rings then look aliased. I even tried generating my own mipmaps rather than using GLU, but the effect stays the same.
I am inclined to think that this isn't a Celestia bug, but a problem with my graphics card. Has anyone else seen this problem? Does anyone else have this card and do you see the same artefacts?
Cheers,
Steve.
On my home PC (XP Home, SP2, P4 3.4GHz 3GByte RAM) with ATI1950 Pro (512Mbyte RAM), display card (latest drivers) I see artefacts on the rings of Saturn. I get rogue pixels corresponding to the edges between quads. This effect appears in all render paths (basic, multitexture, OpenGL Vertex Program and OpenGL 2.0).
See: http://myweb.tiscali.co.uk/blobchaser/CelestiaSaturn.jpg to see what I mean.
I have built a local version of Celestia and tried many things (control panel settings, disable blending and depth buffering, triangles rather than quads ...) to no avail.
Finally, I found something that removed the artefacts, but sadly it's not really a fix. If I disable mip-mapping (by setting the texture parameter to linear), the problem goes away, but of course, the rings then look aliased. I even tried generating my own mipmaps rather than using GLU, but the effect stays the same.
I am inclined to think that this isn't a Celestia bug, but a problem with my graphics card. Has anyone else seen this problem? Does anyone else have this card and do you see the same artefacts?
Cheers,
Steve.
Code: Select all
Vendor: ATI Technologies Inc.
Renderer: Radeon X1950 Pro
Version: 2.1.7769 Release
GLSL version: 1.20
Max simultaneous textures: 8
Max texture size: 4096
Max cube map size: 4096
Point size range: 1.000000 - 63.000000
Supported Extensions:
GL_AMD_performance_monitor
GL_ARB_depth_texture
GL_ARB_draw_buffers
GL_ARB_fragment_program
GL_ARB_fragment_shader
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_shader_objects
GL_ARB_shading_language_100
GL_ARB_shadow
GL_ARB_shadow_ambient
GL_ARB_texture_border_clamp
GL_ARB_texture_compression
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3
GL_ARB_texture_float
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_rectangle
GL_ARB_transpose_matrix
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_window_pos
GL_ATI_draw_buffers
GL_ATI_envmap_bumpmap
GL_ATI_fragment_shader
GL_ATI_meminfo
GL_ATI_separate_stencil
GL_ATI_shader_texture_lod
GL_ATI_texture_compression_3dc
GL_ATI_texture_env_combine3
GL_ATI_texture_float
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_blend_color
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_compiled_vertex_array
GL_EXT_copy_texture
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_EXT_framebuffer_object
GL_EXT_gpu_program_parameters
GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil
GL_EXT_packed_pixels
GL_EXT_point_parameters
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shadow_funcs
GL_EXT_stencil_wrap
GL_EXT_subtexture
GL_EXT_texgen_reflection
GL_EXT_texture3D
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_add
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp
GL_EXT_texture_object
GL_EXT_texture_rectangle
GL_EXT_texture_sRGB
GL_EXT_vertex_array
GL_KTX_buffer_region
GL_NV_blend_square
GL_NV_texgen_reflection
GL_SGIS_generate_mipmap
GL_SGIS_texture_edge_clamp
GL_SGIS_texture_lod
GL_WIN_swap_hint
WGL_EXT_swap_control