i noticed some strange texture problems when i tried to load a simple gradient texture.
It isn’t displayed properly. It looks like a depth problem, but my application runs 32bpp and when i create a square and assign colors to the vertices to create a gradient it looks excellent.
Also it only seems to be a problem on some machines. I tested it one some others where there was no problem with the texture.
To get an image of the problem I’ve made a screenshot.
It’s available at http://www.ki.tng.de/~fleischmann/gradient.png
On the left is the texture loaded in the application, on the right is the original bmp.
I had exactly the same problems. But bizzarely enough I think I found that it improved if I set the card to 16 bit and got worse when at 32 bit. This was strange as it was a 24 bit image. And when looking at it in photoshop it was better in 32 than 16 as you would expect. So I can only assume it was a driver/OpenGL bug.
I had exactly the same problems. But bizzarely enough I think I found that it improved if I set the card to 16 bit and got worse when at 32 bit. This was strange as it was a 24 bit image. And when looking at it in photoshop it was better in 32 than 16 as you would expect. I had orginally thought I was making a mess of rescaling a non n^2 texture but now I can only assume it was a driver/OpenGL bug.
I have the exact same problem now. I can set the texture depth in control panel->opengl settings
But if i set it to 16 bit i cant control the depth in the application… Even if i use GL_RGB8!!! Its a bit strange. But in quake 3 they seem to be able to override that… how? Maybe you have to change that value in the registry to be able to use 32bits… just a guess. Hope someone knows.