I’m working on a simple game that draw a large plane for the floor. Using multitexturing I got +30 fps over using two passes (fillrate), but the texture rendered with the second texture unit looks piss poor. The problem occurs even when the texture unit (GL_TEXTURE1_ARB) is used on its own. See this screenshot I set up to demonstrate: http://www.angelfire.com/apes/moremonkeys/multiugly.jpg .
I tracked the problem to a switch on the driver settings -“enable fast LINEAR_MIPMAP_LINEAR”, which when enabled does uglify GL_TEXTURE0_ARB. BUT when disabled does not disable the ‘feature’ on GL_TEXTURE1_ARB.
It occurs with textures of all colour depths and on demos Ive downloaded as well as my own code. And all texture environments (GL_ADD, GL_MODULATE, GL_REPLACE…).
Has anyone else had this problem? Is there a solution? Any insights will be greatly appreciated. I dont really wont to go back to drawing the polys twice because i had big plans for those extra fps.
I’m using a Creative TNT2 Ultra on Win98 and have tries the latest drivers from nvidia and creative, plus the 12.90 version. Ive even tried an entire system format + reinstall, which has only resulted in buggering my sound card.
I know the ultimate solution is to buy an up to date graphics card (hell, whole computer), but im looking for something a bit cheaper!