@piru:
Edit: Thank you very much to point us at the scr->RastPort.BitMap->Depth thing... we discovered some very interesting discrepances between the file on our server and the file an our harddisks.
regarding this:
> Avoid using custom planar bitmaps and it works just fine. Why are you using those in a "RTG" game anyway?
Huh? We are using AllocBitMap() with BMF_MINPLANES|BMF_DISPLAYABLE flags set for allocating the on screen bitmaps and WritePixelArray() of cybergraphics.library to make up the bitmaps from the decompressed image data. If planar bitmaps occur for the colour graphics, one could think that your RTG install is broken oder CGFX bears some serious errors. Maybe you watched the blit masks?
There is _nothing_ custom in our graphics routines. All things are done using OS calls exclusively.
---
Do you know a better solution to allocate the rasters for the blit masks? We would be glad to know, if such a solution exists, that stays compatible with the RTG systems (P96/CGFX interchangably).
We allocate rasters by determining if a "friend bitmap" (speak: colour bitmap) possibly is interleaved (can happen under rare conditions), then allocating memory for the raster according to this result and InitRaster()ing the raster finally.
@flashlab: Do you use a 15bit screen mode? If yes, switch to 16Bit. We had a customer using P96, who got problems with 15Bit. It seems, that 15Bit modes have some problems with P96 on certain machines, for CGFX and OS4 machines als well as most WinUAE installs 15Bit modes work fine. We tested it with a Amiga 1200 equipped with CyberVision64/3D, too.
With kind regards
Niels Schapke & Wolfgang Hosemann
Insane-Software
www.insane-software.de