OK, two problems appear to be resolved.
Firstly, I did yet another clean build of XP and this time my crash bugs went away on it. I'm assuming now that the problem was caused by something in the DirectQ build I was testing on, but I'm going to dig a little more. If it turns out to be the case that everything is now resolved just fine, I'm going to stick to statically linking the CRT - as I said, the advantage of not requiring the user to do a CRT update outweighs everything else.
Secondly, the NVIDIA water problem is resolved; or at least the cause of it. I had been using partial precision floats in my shaders, which were fine on other hardware, but it transpires that whereas other manufacturers use a 24 bit float at partial precision, NVIDIA use a 16 bit float.
I have yet to decide what the best approach here is, but I'm thinking that what I might do is (1) cvar-ize the ability to switch between full and partial precision, (2) detect NVIDIA hardware at startup, and (3) default to full precision on NVIDIA hardware and partial precision on others. This means that NVIDIA is going to run quite a bit slower than anything else, so a possible (4) is to have an option for applying full precision to warp surfaces only.
Sunday, June 7, 2009
Problems Resolved
Posted by
mhquake
at
10:30 PM
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