   vertex position limit?
  Today I made a sphere in my modeler, I had made it with a diameter of 998 units.I figured that was OK, since the far plane in my application is 1000.When I went to render it in my app, I consitantly get nvidia display driver crashes.So, just off a whim, I decided to shrink its size, and modeled it again the with a diameter of 1. No crash.Is there some limitation on the position component of vertices in object space for DirectX? I can always model things smaller and try scaling in the app if I need to.EDIT: Then again, I guess I can't. It works fine until I try scaling past 900.Obviously the nvidia driver shouldn't be crashing, but I don't see a link where I can tell them that. I tried 3 differant drivers including 185.50 and they all crash. I've debug checked every single varibale and call in the entire render process today. the only thing that seems to make a difference is close vs far vertex positions.EDIT: reported to nvidia, waiting for a response (doubtful)I wonder if anyone else feels jolly enough to render an object 900+ units big, with a far clip of 1000, move thier camera to where it would get partially clipped by the far plane, using DX10 and driver 185.50, and let me know if it crashes.I'd really like to know if it is my code or not.After reading in another post that, "any time the nvidia driver crashes, it is a driver bug", has me worried.[Edited by - brekehan on May 9, 2009 7:05:20 AM]
  That's an interesting one!I've certainly gone past the limits you seem to describe on numerous occasions on every API and OS and never seen anything like you.I really doubt that the size of the object is actually the issue, and probably more that its exposing some other bug or incompatibility. Maybe something to do with your matrices or other geometry processing - causing lots of NaN's or divide-by-zero errors maybe. That said, every GPU I've owned could handle that (even if it did look a mess).Is the size literally just a constant or does it actually affect how your geometry is created? Are you possibly generating a ridiculously huge number of vertices/triangles that is choking the GPU? Do you tessellate to a higher level with a bigger size?Cheers,Jack   ;  It's just a plain old sphere modeled in max with 32 segs and a diameter of 1, scaled to 900.Didn't do anyhting special with it at all.Not that much matrix math going on. Put a camera t the origin looking at 0 0 1Started with an identity for the world, scaled to 900.the shader multiplied, and bam.Today I did find that the nov 2008 dx was still getting used.I uninstalled it to make sure nothing lingered, and reinstalled dx mar 2009.It no longer crashed after that.I ran a mem test this morning just for fun and got 0 errors.Very odd.I am starting to think november 2008 sdk was not very stable.;  Hello,Today I decided to review my far plane calculation... painful business as usual. So far I got one BSOD.In the best case one gets the app do go blank until the next run. The middle case is when one is left with the os with no 3D capabilities.. and the worst case is BSOD.It's a glaring nvidia driver crash bug. It has been afflicting me for months now. It's same on all cards, 8800, 9800, 280.. crash & burn like 1990 !I wrote about this before, but never contacted nVidia, hoping that such a terrible bug would be noticed, but apparently it's not bothering many people.My solution is just to be very safe 8)baubauDavide   