Re: pixel artifacts



(Not a dev, and I doubt devs will know.)

The two images don't seem to be from the same viewpoint, and it seems that the test application is in yet another viewpoint. This makes it harder to judge. All I can say is that I saw no problem running it on my Radeon 9800 Pro.

(Okay, I just went to the GameDev thread, and you gave better images there. Pity I had to go there to find them...)

My experience with NVIDIA is that it takes a couple of months to get a response from them, but after that you have a contact that responds more quickly. (That's an experience from a few years back, though.) Registered developers get much faster response.

Has anyone with an ATI card reported the artifacts when running your test?

Does this happen with all drivers?

	Eyal

Timm wrote:
I already presented my problem in various forums (e.g. at GameDev.net: http://www.gamedev.net/community/forums/topic.asp?topic_id=349138) but could not find a solution. Other people encountered the same artifacts so I guess that the problem is not related to hardware but to software.

I'm rendering a black-colored plane consisting of 128x128x2 triangles on a white background, a wireframe image can be found here: http://user96.kundenserver9hsgbr.de/errors/wireframe.gif
But rendering the scene using solid fill mode yields the following incorrect result: http://user96.kundenserver9hsgbr.de/errors/artifacts.gif
At the horizon, where the rasterized triangles become very small, you can see white holes. These artifacts only appear if I am using vertex shaders to transform the geometry. Switching to the fixed function pipeline, even at runtime, makes them go away. Furthermore the frame rate should be relatively high, that means for example that if you are putting a Sleep call into the main loop these artifacts disappear.
In a nutshell I am rendering the triangles like this:
- each vertex consists only of a 3D vector, no additional data is passed
- static vertex buffer, static index buffer (D3DFMT_INDEX16)
- indexed triangle list
- simple asm vertex shader (a basic transformation)
- hardware vertex processing (D3DCREATE_HARDWARE_VERTEXPROCESSING)


Aopen Aeolus 6600 GT, ForceWare 81.95
Gigabyte GA-K8NF-9
AMD Athlon 64 3200+
1024 MB DDR RAM

You can download the very simple test application, including the source code, here: http://user96.kundenserver9hsgbr.de/errors/PixelErrors.zip

I already consulted the nVidia support, but as I do not have a nVidia developer account, I could just write to devrelfeedback@xxxxxxxxxxx Up to now I did not get any answer.
But maybe this problem is caused by some flaw in DirectX. I'm wondering whether DirectX developers look into this forum from time to time. Perhaps they could tell me what causes these artifacts.


Best Regards

.



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