I have a test machine with a Radeon 9550 (AGP) running Windows XP Home Basic. The game I am developing is running in full-screen exclusive mode.
I am using a very large single VolatileImage for the game’s main map. I noticed that with this one test machine that I getting garbage drawn in the image when the VolatileImage is very large (about 3000 x 3000). The garbage is the outer portions of each side. This seems to be a problem of the VolatileImage’s large dimensions.
I manually broke the image down into an array of VolatileImage objects that are each 512 x 512. This solved the problem. But my question is: should this be happening at all? When I use a smaller map (about 2400 x 2400) this doesn’t happen.
I haven’t noticed any appreciable difference in performance with the approach of using my own subimages. So I guess that it’s a good workaround if nothing else. But I am curious: is this behavior expected? Or is it another driver problem? I am using the most recent Catalyst 10.2 driver. It so happens that the motherboard supports AGP 4x but not 8x.
And I note that the driver for this model is now on legacy status at ATI.
Thanks
James