Odd problem when I turn on Antialiasing
Posted: 19.07.2003, 15:22
Pretty strange problem..
Earlier today i went into my display settings>advanced>Geforce4MX440>performance and turned antialiasing up to the "Quinicunx" level- the only one where antialiasing works AND celestias HUD text doesn't get screwed up.
However, i noticed a very strange problem that happens only when i run in window mode... heres a screenshot
What's happening is that a vertical line of pixels, at the right of the strange area, are being stretched out horiontally.
BUT, if i shrink the window horizontally...
the problem dissapears!
AND, if i zoom up to full screen window mode, the problem dissapears too:
Very odd...
any help would be appreciated thanks!
My specs:
Celestia 1.3.1pre6
Win98SE
Pentium 4 - 1.7GHz
127MB RAM
Geforce 4 MX440
Latest nvidia drivers
Geforce4 MX440 settings:
intellisample settings:high performance
antialiasing:quinicunx antialiasing
anistropic filtering: 2x
texture sharpening on
Open GL info:
Vendor: NVIDIA Corporation
Renderer: GeForce4 MX 440/PCI/SSE2
Version: 1.4.0
Max simultaneous textures: 2
Max texture size: 2048
Supported Extensions:
GL_ARB_imaging
GL_ARB_multitexture
GL_ARB_point_parameters
GL_ARB_texture_compression
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3
GL_ARB_texture_mirrored_repeat
GL_ARB_transpose_matrix
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_window_pos
GL_S3_s3tc
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_blend_color
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_clip_volume_hint
GL_EXT_compiled_vertex_array
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_multi_draw_arrays
GL_EXT_packed_pixels
GL_EXT_paletted_texture
GL_EXT_point_parameters
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shared_texture_palette
GL_EXT_stencil_wrap
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
GL_EXT_texture_lod_bias
GL_EXT_texture_object
GL_EXT_vertex_array
GL_IBM_texture_mirrored_repeat
GL_KTX_buffer_region
GL_NV_blend_square
GL_NV_fence
GL_NV_fog_distance
GL_NV_light_max_exponent
GL_NV_packed_depth_stencil
GL_NV_pixel_data_range
GL_NV_point_sprite
GL_NV_register_combiners
GL_NV_texgen_reflection
GL_NV_texture_env_combine4
GL_NV_texture_rectangle
GL_NV_vertex_array_range
GL_NV_vertex_array_range2
GL_NV_vertex_program
GL_NV_vertex_program1_1
GL_NVX_ycrcb
GL_SGIS_generate_mipmap
GL_SGIS_multitexture
GL_SGIS_texture_lod
GL_WIN_swap_hint
WGL_EXT_swap_control
Earlier today i went into my display settings>advanced>Geforce4MX440>performance and turned antialiasing up to the "Quinicunx" level- the only one where antialiasing works AND celestias HUD text doesn't get screwed up.
However, i noticed a very strange problem that happens only when i run in window mode... heres a screenshot
What's happening is that a vertical line of pixels, at the right of the strange area, are being stretched out horiontally.
BUT, if i shrink the window horizontally...
the problem dissapears!
AND, if i zoom up to full screen window mode, the problem dissapears too:
Very odd...
any help would be appreciated thanks!
My specs:
Celestia 1.3.1pre6
Win98SE
Pentium 4 - 1.7GHz
127MB RAM
Geforce 4 MX440
Latest nvidia drivers
Geforce4 MX440 settings:
intellisample settings:high performance
antialiasing:quinicunx antialiasing
anistropic filtering: 2x
texture sharpening on
Open GL info:
Vendor: NVIDIA Corporation
Renderer: GeForce4 MX 440/PCI/SSE2
Version: 1.4.0
Max simultaneous textures: 2
Max texture size: 2048
Supported Extensions:
GL_ARB_imaging
GL_ARB_multitexture
GL_ARB_point_parameters
GL_ARB_texture_compression
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3
GL_ARB_texture_mirrored_repeat
GL_ARB_transpose_matrix
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_window_pos
GL_S3_s3tc
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_blend_color
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_clip_volume_hint
GL_EXT_compiled_vertex_array
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_multi_draw_arrays
GL_EXT_packed_pixels
GL_EXT_paletted_texture
GL_EXT_point_parameters
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shared_texture_palette
GL_EXT_stencil_wrap
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
GL_EXT_texture_lod_bias
GL_EXT_texture_object
GL_EXT_vertex_array
GL_IBM_texture_mirrored_repeat
GL_KTX_buffer_region
GL_NV_blend_square
GL_NV_fence
GL_NV_fog_distance
GL_NV_light_max_exponent
GL_NV_packed_depth_stencil
GL_NV_pixel_data_range
GL_NV_point_sprite
GL_NV_register_combiners
GL_NV_texgen_reflection
GL_NV_texture_env_combine4
GL_NV_texture_rectangle
GL_NV_vertex_array_range
GL_NV_vertex_array_range2
GL_NV_vertex_program
GL_NV_vertex_program1_1
GL_NVX_ycrcb
GL_SGIS_generate_mipmap
GL_SGIS_multitexture
GL_SGIS_texture_lod
GL_WIN_swap_hint
WGL_EXT_swap_control