OpenGL ICD only using 16 bit texel storage space?

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  • Ono Tadaki
    mini MURCer
    • Dec 2000
    • 13

    #1

    OpenGL ICD only using 16 bit texel storage space?

    I just tried the Sense8 <a href="http://www.sense8.com/support/indy3d.html">Indy3D</a> v3.0 benchmark on the latest Matrox OpenGL ICD and this test seems to indicate that the Matrox OpenGL ICD is only storing textures using 16 bits.

    This results in a noticable banding textures in the image quality test. An example of this can be seen <a href="http://www.sense8.com/indy3d/Help/texcolspc2.jpg">here</a>.

    The test results report the following which shows that the driver is reporting 32 display colors.

    Graphics Driver: 1.1.3 Dec 15 2000
    Color Depth 24 bits
    Z Buffer depth 32 bits
    OpenGL PFD: ID[15], Color[32], Z[32], DB[1], Stereo[0], Stencil[0], Alpha[0]

    Is anyone else seeing the same thing with these latest drivers?
  • Rob M.
    MURCer
    • Sep 1999
    • 292

    #2
    Well, I just tried quake3 with the latest win2k drivers, it's using 32 bit textures.

    Comment

    • Targon
      MURCer
      • Jan 2000
      • 111

      #3
      This could explain the problem that a number of people experience with Baldur's Gate 2. I know this is a games issue, but I'd noticed in games as well as Sense8.

      Comment

      • Rags
        Super MURCer
        • Aug 1999
        • 4052

        #4
        Why are you using 24Bit color depth? You should be using 16 or 32.

        Rags

        Comment

        • Randy Simons
          MURCer
          • Aug 1999
          • 252

          #5
          Yup, I've seen the same thing. G200, w2k, 5.31 drivers, 32 bit desktop colors.

          Comment

          • Ono Tadaki
            mini MURCer
            • Dec 2000
            • 13

            #6
            Originally posted by Rags:
            Why are you using 24Bit color depth? You should be using 16 or 32.

            Rags

            You see, the program WAS actually using 32 bit colors. The program output indicates 24 bit of color because that is 8 Red, 8 Green and 8 Blue, giving you 24 bits.

            The remaining 8 bit are Alpha channel bits.

            And yes, the desktop was set to 32 bit color >:P

            Comment

            • R0M
              MURCer
              • Aug 1999
              • 263

              #7
              Hey Guys,
              We resolved these issues recently, it's actually a bit of both. To put it simple, it's the way texture formats are enumerated in OpenGL, when selecting 32-bit in Quake 3 the texture formats used are different then ones in Baldur's Gate 2. So to solve the problem, run the Matrox Tweak Util and select the option "Optimize for Accuracy" to enable the problem 32-bit texture format that the application is requesting, this will use true 32-bit textures in both applications,

              Hope that helps and happy new year from Matrox!


              ------------------
              "The opinions or comments expressed by me do not necessary reflect those of Matrox Graphics Inc."
              "The opinions or comments expressed by me do not necessary reflect those of Matrox Graphics Inc."

              Comment

              • Ono Tadaki
                mini MURCer
                • Dec 2000
                • 13

                #8
                Thanks R0M! That resolved the issue!

                Comment

                • Gurm
                  MS Fanboy
                  • Aug 1999
                  • 11460

                  #9
                  This same problem was is evident in the demo "Glaze" from Evans and Sutherland.

                  Same problem, I would assume same workaround.

                  - Gurm

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