   problems when rendering to G16R16 with MRT
  hi im not sure if this is because i am using multiple render targets now, or its a compatability problem with my graphics card (nvidia 6800) or just me being stupid.  (hope its just me)Heres a picture of the problem:EDIT: deleted linkimage had noise around the edges of trianglesThis happens in any render target (even 0) but seems to go away if i use A8R8G8B8 format. I also get the same artifacts when rendering with different shaders so i dont think its a shader problem. I notice it seems to be around the edges of the triangles and even if the camera and scene is kept still, the pixel errors seem to jump around a bit. I though it might be a buffer clearing problem but im not sure it is. Has anyone seen this before or know what it might be because of?I have tried G16R16 and G16R16F and get same results. I have also used these formats before for shadow maps and havent noticed problems before so dont think its a compatability issue... but i'm very new to MRT's so likely to be doing something wrong.Thanks[Edited by - jrmcv on September 14, 2007 3:43:42 PM]
  Standard questions apply:- debug runtime selected?- no relevant messages in the debug output?- works the same on REF?   ;  yeah im using the debug run times and no errors are occuring. This problem goes away as soon as i disable MRT's so im guessing its something to do with the texture format not being supported as an MRT target.   ;  Can you please post your whole MRT setup for all MRT channels and the depth buffer. (formats and sizes);   ;Quote:Original post by jrmcvyeah im using the debug run times and no errors are occuring. This problem goes away as soon as i disable MRT's so im guessing its something to do with the texture format not being supported as an MRT target.You didn't answer the third question: does it behave the same on REF?   ;  i cant tell, the REF rasterizer is too slow for me to be able to move the camera in to a position where it happens so im not sure to be honest. it only happened before at specific camera angles and REF rasterizer runs at about 1 frame every 5 seconds.Im guessing it will work with REF though because there is no errors, the target is listed as a valid render target, i checked depth stencil compatability and thats fine so either i have a fauty card or MRT has broken something.any ideas?I am trying to deferred renderer and if i can only use A8R8G8B8 render targets then i cant store the depth at any good accuracy so if i cant get this to work it really screws up my whole deferred rendering project. I searched around a lot for topics on this but seems no one has had the same problems so maybe faulty graphics card or messed up drivers (P.S - i unstalled beta drivers recently for Bioshock to work and a lot of things messed up after it.. do you think this could be it?)Thanks for replies;  sorry Demirug i missed your post but heres a brief overview, at the moment (only 2 render targets).Heres my MRT setup (all 1024x768):GB0 = A8R8G8B8 GB1 = G16R16  (tried G16R16F too but same thing, R32F removes the problem but is much slower)Main Buffer is X8R8G8B8 (tried A8R8G8B8 too)depth/stencil is auto managed by directx in present params but is D24S8  (tried D24X8 too)My order of events are:OriginalTarget  = GetRenderTarget(0); SetRenderTarget(0, GB0); SetRenderTarget(1, GB1); Clear (TARGET|ZBUFFER|STENCIL, RGB(0,0,0), 1.0f, 0);device->BeginScene().. draw stuff.. SetRenderTarget(0, OriginalTarget); SetRenderTarget(1, 0);// draw 2 render targets as quads to the main screen.device->EndScene(); Present();hope this helps clarify the problem.EDIT: fixed incorrect bit[Edited by - jrmcv on September 12, 2007 12:00:57 PM];Quote:Original post by jrmcvi cant tell, the REF rasterizer is too slow for me to be able to move the camera in to a position where it happens so im not sure to be honest. it only happened before at specific camera angles and REF rasterizer runs at about 1 frame every 5 seconds.Im guessing it will work with REF though because there is no errors, the target is listed as a valid render target, i checked depth stencil compatability and thats fine so either i have a fauty card or MRT has broken something.any ideas?So capture the state where the problem occurs and then run your application with this captured state injected to get the application directly into the problem situation.;hi again, i have done that and it comes out fine on the REF.. so is this a hardware fault or buggy driver? lack of support? Most problems i encounter are my fault so not sure what to do in this situation.by the way i got my graphics card wrong its nVidia 6600 but dont think that makes a difference.has anyone else had problems with MRT's, G16R16 buffers and nVidia 6600? want to know if its a faulty driver or nVidia bug or if my graphics cards dying.[Edited by - jrmcv on September 12, 2007 12:47:24 PM];Quote:Original post by jrmcvhi again, i have done that and it comes out fine on the REF.. so is this a hardware fault or buggy driver?Generally speaking, "works on REF, fails on HAL" indicates driver problems.  Have you tried contacting nvidia developer relations or posting on their developer forums?   