Hmm the info from mat_info seems interesting

ShaderAPI: shaderapidx9.dll
Shader API Driver Info:

Driver : igdumdx32.dll Version : 657290
Driver Description :  9xx Soldiers sans frontiers Alpha 1
Chipset version 32902 10146 17829925 3

Display mode : 640 x 480 (BGRX8888)
Vertex Shader Version : 2.0 Pixel Shader Version : 2.0

Device Caps : <--- Most of these can be tweaked in DXTweaker
CANBLTSYSTONONLOCAL  N  CANRENDERAFTERFLIP  Y  HWRASTERIZATION  Y
HWTRANSFORMANDLIGHT  Y  NPATCHES  N  PUREDEVICE  Y
SEPARATETEXTUREMEMORIES  N  TEXTURENONLOCALVIDMEM  N  TEXTURESYSTEMMEMORY  N
TEXTUREVIDEOMEMORY  Y  TLVERTEXSYSTEMMEMORY  Y  TLVERTEXVIDEOMEMORY  N

Primitive Caps :
BLENDOP  Y  CLIPPLANESCALEDPOINTS  N  CLIPTLVERTS  N
COLORWRITEENABLE  Y  MASKZ  Y  TSSARGTEMP  Y

Raster Caps :
FOGRANGE  Y  FOGTABLE  Y  FOGVERTEX  Y  ZFOG  Y  WFOG  Y
MIPMAPLODBIAS  Y  WBUFFER  N  ZBIAS  Y  ZTEST *N*
Size of Texture Memory : 262144 kb
Max Texture Dimensions : 2048 x 2048
Max Texture Aspect Ratio : *2048*
Max Textures : 8

Texture Caps :
ALPHA  Y  CUBEMAP  Y  MIPCUBEMAP  Y  SQUAREONLY  N
vendor id: 0x8086
device id: 0x27a2
SHADERAPI CAPS:
m_NumSamplers: 16
m_HasSetDeviceGammaRamp: no
m_SupportsPixelShaders_2_b: no <--- Hmmmmm
m_SupportsShaderModel_3_0: no
m_SupportsCompressedVertices: 1
m_bSupportsAnisotropicFiltering: yes
m_nMaxAnisotropy: 4
m_MaxTextureWidth: 2048
m_MaxTextureHeight: 2048
m_MaxTextureAspectRatio: 2048
m_MaxPrimitiveCount: 65535
m_ZBiasAndSlopeScaledDepthBiasSupported: yes
m_NumPixelShaderConstants: 32
m_NumVertexShaderConstants: 256
m_NumBooleanVertexShaderConstants: 16
m_NumIntegerVertexShaderConstants: 16
m_TextureMemorySize: 268435456
m_MaxNumLights: 2
m_MaxVertexShaderBlendMatrices: 53
m_SupportsMipmappedCubemaps: yes
m_nDXSupportLevel: 90
m_PreferDynamicTextures: yes
m_MaxUserClipPlanes: 6
m_SupportsSRGB: yes
m_HDRType: HDR_TYPE_NONE
m_UseFastClipping: no
m_pShaderDLL:
m_bNeedsATICentroidHack: yes
m_bDisableShaderOptimizations: no
m_MaxSimultaneousRenderTargets: 1
m_bPreferZPrepass: yes
m_bSuppressPixelShaderCentroidHackFixup: yes
m_bPreferTexturesInHWMemory: no
m_bPreferHardwareSync: no
m_bUnsupported: no


On Mon, Feb 15, 2010 at 6:04 AM, Espionage724 <[email protected]> wrote:
> yep whether software vertex is on or off, DXT texture emulation
> renders L4D darker, too dark though lol...
>
> On Mon, Feb 15, 2010 at 5:52 AM, AngelicTears <[email protected]> wrote:
>> well, what about disabling software vertex and enabling DXT texture?
>> about the graphic glitch, i manage to reduced it a little while testing the
>> V1.1 and V1.0 not long ago..it's a CVAR which has to do with pixmaping and
>> lightmap, i forgot, gonna try and looking up for it...i should keep a record
>> of my testing ...:(
>>
>> On Mon, Feb 15, 2010 at 6:39 PM, Espionage724 <[email protected]>
>> wrote:
>>>
>>> sigh...I tried about everyhing I could, replacing shaders from portal,
>>> replacing .dll's, messing with dxoveride.cfg, all failed :/ They
>>> failed to eliminate the annoying graphics glitch I mean when you run
>>> left4dead.exe in software vertex.
>>>
>>> The only thing that managed to shed some hope was the DXT texture
>>> thing, but then again that made everything too dark >.>
>>>
>>> Anyone else have any luck?
>>>
>>> On Mon, Feb 15, 2010 at 4:36 AM, Espionage724 <[email protected]>
>>> wrote:
>>> > Yea more like day instead of night, basically, no shadows being shown I
>>> > guess..
>>> >
>>> > im on 7 with Alpha 1 MD
>>> >
>>> >
>>> > I've been messing around with some cvars as well... no luck on that
>>> > either... hmm
>>> >
>>> > On Mon, Feb 15, 2010 at 3:36 AM, DanielPK
>>> > <[email protected]> wrote:
>>> >> hmmm...i don't have the over brightness thingy...are u talking abt the
>>> >> game being in a "day" like time instead of night :P if thats the
>>> >> issue, then i'll try emulate the DXT and see the result :D
>>> >> Espi...are u on XP or 7??
>>> >>
>>> >> On Feb 15, 4:24 pm, Espionage724 <[email protected]> wrote:
>>> >>> 3DA results
>>> >>> - Whenever I enable DXT Texture emulation, it appears to fix the
>>> >>> brightness issue, more testing needed though...
>>> >>>
>>> >>> Also I don't quite understand which shader would need replacing from
>>> >>> portal to L4D either...
>>> >>>
>>> >>>
>>> >>>
>>> >>> On Mon, Feb 15, 2010 at 1:47 AM, Espionage724 <[email protected]>
>>> >>> wrote:
>>> >>> > Hmm, some few hrs anyway... Well i now have the games so I guess
>>> >>> > i'll
>>> >>> > start messing around with em...
>>> >>>
>>> >>> > On Sun, Feb 14, 2010 at 4:25 PM, Espionage724
>>> >>> > <[email protected]> wrote:
>>> >>> >> Ok cool, I should have the game "reobtained" in a few hours...
>>> >>>
>>> >>> >> On Sun, Feb 14, 2010 at 4:19 PM, THEfog .
>>> >>> >> <[email protected]> wrote:
>>> >>> >>> Ill reinstall the game and try it out when I get back from
>>> >>> >>> schoolthis arvy'.
>>> >>>
>>> >>> >>> THEfog
>>> >>>
>>> >>> >>> On 15/02/2010 7:12 AM, "Espionage724" <[email protected]>
>>> >>> >>> wrote:
>>> >>>
>>> >>> >>> Hmm, I can't quite remember. If I'm right, their kept in a bunch
>>> >>> >>> of
>>> >>> >>> single files, like shaders for vertexLightsvs20 and
>>> >>> >>> vertexLightsps20
>>> >>> >>> are in 2 different files. Something like that anyway...
>>> >>>
>>> >>> >>> Also does anyone else run L4D in Software Vertex? If i try it, i
>>> >>> >>> get a
>>> >>> >>> bunch of color glitches and lines for whatever reason...
>>> >>>
>>> >>> >>> On Sun, Feb 14, 2010 at 4:09 PM, THEfog .
>>> >>> >>> <[email protected]> wrote:
>>> >>> >>>> Well getting a 2008 g...
>>> >>>
>>> >>> >>>> --
>>> >>>
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