(01-01-2011, 11:26 PM)Anti-Ultimate Wrote: [ -> ]The problem is your "GPU" which doesn't have a Z-Buffer.
Either get a new Graphics Card or live with these Graphic Errors
On 4384 everything works so... "Oh look im anti-ultimate and im gonna tell everyone to buy a new graphics card because thats all i can say"
Oh look i'm Deividas56 and a Warezer !
(01-01-2011, 11:45 PM)Anti-Ultimate Wrote: [ -> ]Oh look i'm Deividas56 and i'm a Warezer !
Good for you

,Go fuck youself ass-twat,no-one gives a flying fuck about you little spoiled brat
What i'm telling you is that a Intel Integrated Graphics is not even a Graphics Card.
It shares Memory from your Computer and it's just made to display something, so that you can use your PC.
Even Intel tells you not to use it for Gaming, since it sucks.
(01-01-2011, 11:47 PM)Deividas56 Wrote: [ -> ] (01-01-2011, 11:45 PM)Anti-Ultimate Wrote: [ -> ]Oh look i'm Deividas56 and i'm a Warezer !
Good for you
,Go fuck youself ass-twat,no-one gives a flying fuck about you little spoiled brat 
i want to clear up i dont give a flying fuck about swearing on this forum (others might, so edit my post if you think its not fitting)
but that attitude... cya in raping hell :')
(also, piracy. im surprised nobody noticed aside from AU)
(01-01-2011, 11:26 PM)Anti-Ultimate Wrote: [ -> ]The problem is your "GPU" which doesn't have a Z-Buffer.
Either get a new Graphics Card or live with these Graphic Errors
Quote:Z Buffering
A Z buffer is a portion of RAM which represents the distance between the viewer (you) and each pixel of an object. Many modern 3D accelerated cards have a Z buffer in their video RAM, which speeds things up considerably, but Z buffering can also be done by the application's rendering engine.
Every object has a stacking order, like a deck of cards. When objects are rendered into a 2D frame buffer, the rendering engine removes hidden surfaces by using the Z buffer. There are two approaches to this. Dumb engines draw far objects first and close objects last, obscuring objects below them in the Z buffer. Smart engines calculate what portions of objects will be obscured by objects above them and simply not render the portions that you won't see anyhow. For complicated textures this is a huge savings in processor work.
All graphics cards with atleast Direct3D 5 have a hardware z buffer, prior cards may have had an experimental support for Z(Depth) but the games usually did it in software (on the cpu)
O.K.
I got it, but still INTEL GPUs DO SUCK FOR GAMING