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Weird graphics glitch.
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Jacked Out

Joined: Nov 11, 2005
Messages: 409
Location: Atlanta, GA
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These are edited in no way.  I was doing some missions in Stamos South Central when suddenly this happened:





Then it went to this and my screen froze, and my mouse as well.




I don't know if I can recreate it, but I suppose this is a problem.
phi


Systemic Anomaly

Joined: Aug 18, 2005
Messages: 3393
Location: [SERVER]Recursion [FACTION]Kings of Never [REAL]Systems Administrator
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That's just a video crash during a buffer copy.

Nothing a reboot shouldn't fix and certainly not caused by MxO... it happens occasionally during DirectX games.

Had you alt-tabbed recently?

Message edited by phi on 05/25/2008 22:56:41.



Jacked Out

Joined: Nov 11, 2005
Messages: 409
Location: Atlanta, GA
Offline

I hadn't alt tabbed, and it didn't require a reboot - only a relaunch.

Before I went all out to *poop* [it also wasn't B&W on my screen], the trees were all red, and my minimap showed texture boxes [2x2 'blahblah'].  Also, if you look at my '10' slot, there is nothing there and it is see through, but there IS something there and it is NOT see through.  I'm pretttty sure [though not positive] DX can't do things like that.

So while it may just be a DX problem, I think there may be other ones here as well.


edit;
Also if you look at my minimap in the first shot it has the CE button in it, and the second screenshot is MAP all over the screen.  I don't see how it can only be a problem with DirectX.

Message edited by KanoR on 05/25/2008 23:01:28.
phi


Systemic Anomaly

Joined: Aug 18, 2005
Messages: 3393
Location: [SERVER]Recursion [FACTION]Kings of Never [REAL]Systems Administrator
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Yep... DX buffer copy crash.

The textures that aren't in the screenshot but were on screen says that MxO takes its screenshot from the buffer not the screen memory (hence the black screenshots in vista because DX10 changed the enumeration of the D3D interfaces... causing problems for sloppy code.

Basically the card gets loaded up with texture memory (not all of them fit) so when it swaps textures out to disk and loads others, if it fails or takes too long it can try to draw textures that aren't loaded or try to swap textures in use.


relaunching reinitialised the DX memory for MxO... but there will be a bunch of resource handles in your system still in use, until you reboot. You could also try alt-tabbing out and back again to reload the DX interface.

The reason everything went all diagonal on you is because the textures loaded were different sizes to the sizes listed in the GFX card's memory. (image is 200 pixels wide for example but the card says it's only 180 pixels wide)
so it only draws 180 pixels of the texture but stretches it to be 200 wide, so the next line of the texture starts with the last 20 pixels of the previous line... etc.

like so:

Texture data = 10 wide

0 1 2 3 4 5 6 7 8 9
A B C D E F G H I J

0 1 2 3 4 5 6 7 8 9
A B C D E F G H I J

0 1 2 3 4 5 6 7 8 9
A B C D E F G H I J

0 1 2 3 4 5 6 7 8 9
A B C D E F G H I J


draw as 8 wide:

0 1 2 3 4 5 6 7
8 9 A B C D E F
G H I J
0 1 2 3
4 5 6 7 8 9 A B
C D E F G H I J

0 1 2 3 4 5 6 7
8 9 A B C D E F
G H I J
0 1 2 3
4 5 6 7 8 9 A B
C D E F G H I J


it then stretches/squashes this texture to fit the available draw space. As you can see the lines begin to wrap and you end up with that "horizontal-hold" problem.

"Why doesn't the computer just copy the texture right to the end of the line?"
Because it needs that width measurement to know where the end of the line is... because computer memory is linear and the data is stored, not in a square but in a line like so:

0 1 2 3 4 5 6 7 8 9 A B C D E F G H I J 0 1 2 3 4 5 6 7 8 9 A B C D E F G H I J 0 1 2 3 4 5 6 7 8 9 A B C D E F G H I J 0 1 2 3 4 5 6 7 8 9 A B C D E F G H I J


Message edited by phi on 05/25/2008 23:26:53.

 
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