Crappy textures in opengl?

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Derelan

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Hey, i'm having some troubles with textures using Chris's OpenGL. On certain maps like Silo, or RTK, i have to set OneXBlending to True so that i dont have textures which are invisible side by textures which are pure white or close to it. Then, on other maps, the only way it looks right is with OneXBlending=false. Is there anything i'm doing wrong here, any other settings i should configure? My brightness level is set to 6.
 

Gnam

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Feb 13, 2002
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Yes, please.
Chris's Open GL made all my textures pure white. After tons of fiddling I could not fix it so I just went to D3D. Unfortunately, I don't have any suggestions, but you're not alone.
 

FieldMedic

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Aug 30, 2001
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It would have been of interest to put your OpenGL settings from you Infiltration.ini file.

Then describing your system/videocard/driver version would certainly help to see if there is a specific "something" that make this problem to occur .
As you both seem to share the same problem
 

Derelan

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Code:
[OpenGLDrv.OpenGLRenderDevice]
RefreshRate=75
DetailTextures=True
UseTrilinear=True
UseS3TC=True
UseTNT=False
LODBias=0.000000
UseMultiTexture=True
UsePalette=True
UseAlphaPalette=False
Translucency=True
VolumetricLighting=True
ShinySurfaces=True
Coronas=True
HighDetailActors=True
MaxAnisotropy=0
AlwaysMipmap=True
UsePrecache=False
SupportsLazyTextures=False
TruFormMinVertices=0
TruFormTessellation=3
UseTruForm=True
NumAASamples=0
UseAA=False
RequestHighResolutionZ=True
MaskedTextureHack=False
FrameRateLimit=0
SwapInterval=-1
UseVertexProgram=True
UseCVA=False
UseMultiDrawArrays=True
AAFilterHint=0
TexDXT1ToDXT3=False
DynamicTexIdRecycleLevel=100
UseTexPool=True
UseTexIdPool=True
UseSSE=1
BufferClippedActorTris=True
SinglePassDetail=False
ColorizeDetailTextures=False
DetailClipping=True
UseDetailAlpha=True
MaxTMUnits=0
NoFiltering=False
Use4444Textures=False
AutoGenerateMipmaps=False
ShareLists=False
UseBGRATextures=True
UseZTrick=True
MaxLogTextureSize=8
MinLogTextureSize=0
MaxLogVOverU=8
MaxLogUOverV=8
OneXBlending=False
GammaCorrectScreenshots=False
GammaOffsetBlue=0.000000
GammaOffsetGreen=0.000000
GammaOffsetRed=0.000000
GammaOffset=0.000000
DescFlags=0
Description=

As i said earlier, setting onexblending=true fixes the white textures but makes them look absolutely horrible, no lighting applied or anything. A quote from dxdiag:

------------------
System Information
------------------
Time of this report: 2/3/2004, 22:09:48
Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 1 (2600.xpsp2.030422-1633)
Language: English (Regional Setting: English)
System Manufacturer: ECS
System Model: K7VMM+
BIOS: Default System BIOS
Processor: AMD Athlon(tm) XP 2000+, MMX, 3DNow, ~1.7GHz
Memory: 512MB RAM
Page File: 202MB used, 1048MB available
Windows Dir: C:\WINDOWS
DirectX Version: DirectX 9.0b (4.09.0000.0902)

---------------
Display Devices
---------------
Card name: NVIDIA GeForce3
Display Memory: 64.0 MB
Current Mode: 1152 x 864 (32 bit) (75Hz)
Monitor: SAMTRON 75V/76V/77V
Monitor Max Res: 1280,1024
 

Beppo

Infiltration Lead-Programmer
Jul 29, 1999
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OneXBlending=true
- removes all the brightness and lighting from most textures... so maps like RtK aso look not as planned and imo not good at all. In addition it is some sort of easy and cheap cheat to reduce the overall brightness of a map this way.

so use
OneXBlending=false
to let maps look as they were originally planned to look.
 

FieldMedic

Less good UT Player ever
Aug 30, 2001
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I agree with Beppo on the OneXBlending setting, after having set it to True for a long period of time i am back to False.
It was at first coded by Chris as it was requested by several people if there was a way to have the same brightness in OpenGL as they had in Direct3D, without having to change the brightness level ingame or in the .ini.
I suggest you to let it to false , and change the brightness instead, until satisfaction. It should look better overall

The settings Crowze suggested are good for you :
-Geforces cards does not use the ATI Truform
-the MaskedTextureHack is an excellent fix to the old problem that occured in all Epic OpenGL with those "black instead of transparent" textures.
-TexDXT1ToDXT3=Tru should make the textures to look better.
-To precache the textures usually help a lot of possible textures problem (or you can just use the console command FLUSH ingame)

I add another suggestion , because those white textures things can be caused by a driver bug (whatever old or recent, nvidia always fix bugs but create news) , that you should try to use UseAlphaPalette=True instead of False .
If it causes problem instead of helping, just turn it back to false.

If nothing fixes your problem , you should try to settings found in the pinned thread from Crowze in the Troubleshooting forum , then modify them to your own taste one by one until the white texture problem occurs to you again , by this you should find what is the responsible setting , if it is one.
 
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Derelan

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ok, thanks everyone, i will test those later, but i forgot to mention one more problem i'm having. With certain textures that are very close to eachother on the same axis, they tend to 'blend' together and randomly 'flash' when i move, such as looking at the windows from a distance in DS-Hotzone. I can't find a better way to describe it than that. thanks again.
 

FieldMedic

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Aug 30, 2001
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Usually that can happen when you are playing in 16 bits and when you have your desktop in 16 or 32 bits colors. It is a problem with ut engine and opengl and happened in all the opengl renders (epic or user made).

Those artefacts should disappear if you play in 32 bits while having your desktop set to 32 bits too

But i remember that thread too , and there it seemed to be a driver related problem (as it didnt occured for some people with some driver versions).
So if you are already in 32 bits both desktop and ingame , it could be a map specific bug (can be related to the engine too) or an nvidia driver problem.
 

FieldMedic

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Two possible answers
OpenGL can display way better performances while having the same quality of D3D , at least on my system (and the result is good).
The Opengl from Chris Dohnal we have there is a lot more tweakable by the .ini than the D3D render, and it is good for my system (but perhaps i already said that :D).
 
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[C22]-Mort

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Aug 18, 2003
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DarkBls said:
A question why choose OpenGL over D3D ?

A good question, with probably a different answer for everyone :D

but for some OGL is faster than D3D, for others it's slower!
for some OGL looks better than D3D, others think D3D looks better!
for some OGL fixes graphical "glitches" that appear when using D3D, for others it causes "glitches" they never had when using D3D!

So, whilst for me OGL is faster, looks better, and is "glitch" free .... lots of other people will tell you how awful OGL is and to NEVER even consider using it!

I say try both and use whichever one gives you the best balance of (looks / performance / reliability) :D
 

Derelan

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well they're both in 32bit, and there aren't any new nvidia drivers so far...

I remembered another situation this strange glitch occurs, the trees at a distance in RTK randomly flash whenever i move, or slowly flash when i am still, due to breathing.
 

zeep

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Derelan said:
ok, thanks everyone, i will test those later, but i forgot to mention one more problem i'm having. With certain textures that are very close to eachother on the same axis, they tend to 'blend' together and randomly 'flash' when i move, such as looking at the windows from a distance in DS-Hotzone. I can't find a better way to describe it than that. thanks again.
When i was playing in D3D then i had flashing textures when Detailtextures was on. It showed on walls, streets, all kinds of 'long spread' textures.
It could be fixed by either turning detailtextures off , or using rivatuner to switch off w-buffer in d3d properties.
This only happens in D3D.

About OneXBlending, i was one ( of the few? ) who requested that because in D3D textures would look normal but in opengl then white textures were suddenly overbright. Quote from Chris on this subject:
Thanks for sending in a couple of good screenshots. I have some good and
bad news about brightness differences...

I ran a few tests and I'm fairly sure the color differences are due to a bug
in the D3D renderer when using multitexture. It looks like it does not do
2X blending with the lightmaps when using multitexture. To see the
difference within the D3D renderer itself, just run windowed, bring up the
Advanced Options window and double click on the UseMultitexture option in
Rendering\Direct3D support a few times. It should update instantly, but
make sure to start with multitexture on, otherwise internal state comes up
corrupted. For reference, I also ran some comparisons with the software
renderer and it seems to match D3D single texture and OpenGL rather than D3D
multitexture.

I don't like to spend too much time emulating bugs, but this one is fairly
easy to add an option for and would not have any major impact on
performance. Although I haven't experimented with it yet, there's a good
chance I could make it do 1X blending mode in single texture mode too, just
for consistency.
source

I think the big difference is if the mapper makes his maps FOR opengl ( he uses opengl himself and just dims lighting if too bright anywhere ) or if a mapper uses D3D ( lighting may look ok but in OGL its overbright )

Anyway, i think onexblending looks better. But thats probably because i've played in d3d for so long and i'm used to the way it looks.
 

Derelan

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in d3d, to fix the flashy textures/objects, all i usually have to do is toggle vsync. Somehow that helps. Unfortunately vsync is already on when i'm using opengl as default.
 

zeep

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I put OneXBlending to false and now tell me if this looks good to you:
Imo there's too much contrast between dark and light. The trees are almost black and some walls are very dark, but then the edge of the stair is almost white.
This looks like too much contrast. If i up brightness then it gets very ugly. If i turn brightness down then crates and trees and what not simply dont get enough light.

Is this map supposed to look like this?
btw: i've tried to make the sshots look almost exactly like it looks ingame for me.
 

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Derelan

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is there any quick and easy way to toggle onexblending, in game, without having to go into preferences? Otherwise this happens:

Pic 2 - In some maps, the map is too dark, and i get flashy textures (see windows)
Pic 1 - So turning off onexblending fixes this
Pic 3 - But with onexblending=false on some maps, i get textures that are too bright, and more flashy textures (the trees).
 

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