Enhanced OGL renderer help

Dedicated to the discussion of OTP and Deus Ex in general.

Moderators: Master_Kale, TNM Team

Post Reply
User avatar
Jonas
Off Topic Productions
Off Topic Productions
Posts: 14224
Joined: Sat Apr 24, 2004 9:21 pm
Location: Hafnia

Enhanced OGL renderer help

Post by Jonas »

Hey guys, since a couple of you really know your way around the enhanced OpenGL renderer for DX, I thought I'd put out this question and see if any of you know how to help me.

For the longest time, I've had this issue whereby when I activate the Targetting aug, the HUD overlay on the little zoomed-in window appears for a split-second and then disappears again, leaving just the little window in the left side of the screen, which is completely useless. Until recently, I thought this was due to a coding bug in TNM, but then I tried it with HDTP, and I got the same issue there. Then I tried switching TNM to use the D3D renderer, and suddenly the error was fixed.

Now, there's no way in hell I'm going to play TNM in D3D mode, since the game looks way better with OGL (we use a certain amount of very big textures that D3D can't handle), and since nobody else seems to get this problem, I reckon it may be a OGL setting in my ini file. I'm using Kale's suggested renderer settings though.

Any of you know what might be causing this? Any help would be appreciated :)
Jonas Wæver
Chief Poking Manager of TNM

I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
DDL
Traditional Evil Scientist
Traditional Evil Scientist
Posts: 3791
Joined: Mon Oct 17, 2005 10:03 am

Post by DDL »

I emailed the guy who made the renderer: it's Z-rangehack, I think.

One sec, I'll search my email history...

Oh wait, no: sceneNodeHack, there we go.
Enabling SceneNodeHack should fix this one. It probably doesn't break
anything, but is still disabled by default since I never got a chance to
test it extensively. I think there's just a missing SetSceneNode() call in
the higher level code. The standard D3D renderers do 2D projection in
software in the renderer, so they don't need the SetSceneNode() call to set
up the projection matrix.
User avatar
Jonas
Off Topic Productions
Off Topic Productions
Posts: 14224
Joined: Sat Apr 24, 2004 9:21 pm
Location: Hafnia

Post by Jonas »

That bleedin' did it, Dr.! Your diagnostics are unparallelled. Thank you a million times, this is going straight into the troubleshooting section of our manual.
Jonas Wæver
Chief Poking Manager of TNM

I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Post Reply