VOGONS

Common searches


Search results

Display options

Re: dgVoodoo 2 for DirectX 11

Dege wrote: Yes, an option 'keep app alive' or something like that. Dege wrote: Just a short note for now: finally I released 2.5. Very nice, thanks. And... Is there still no 'keep app alive' option? I can't find it 🙁

Re: dgVoodoo 2 for DirectX 11

BTW, I suggest you to not use any packers for dll files. It slows down starting application a bit, also antivirus programs often don't like packed dll and exe files. I think that 7z archive is good enough for distribution of the dgVoodoo :) I think that the result 7z archive will be even smaller …

Re: dgVoodoo 2 for DirectX 11

It's because dgVoodoo tries to keep Glide apps 'active' to avoid them to quit or crash. But as far as I remember, it only hide WM_ACTIVATE(FALSE) instead of sending it with TRUE but I should have a look into it. Probably, it's better to do this feature optional. It is very important when game sets …

Re: dgVoodoo 2 for DirectX 11

It seems that dgVoodoo sends WM_ACTIVATEAPP(TRUE) message even when game window isn't active. I'm using this message for registering and unregistering of the global hotkey PrtScr for internal game screenshoter. All works fine with other renderers, but when dgVoodoo is used, this global hotkey works …

Re: dgVoodoo 2 for DirectX 11

So, if one ports an old Glide app from 16 bit to 32 bit rendering then the Z-values for grBufferClear must be scaled to 24bit too. In case of w-buffering, the code can be left unchanged. Thank you for this information. I've updated outbin.7z . Now it works in 32bpp. Fixes: — grBufferClear: depth = …

Re: dgVoodoo 2 for DirectX 11

I've tried to utilize 32bpp rendering of the Napalm build of the glide3x.dll in the NFS3 Modern Patch. But it seems that it doesn't work correctly :( How to reproduce: 1. Download: http://veg.by/files/nfs3/outbin.zip 2. Extract to the NFS3 directory. 3. Replace drivers/dgvoodoo/glide3x.dll to the …

Re: dgVoodoo 2 for DirectX 11

Advanced settings should be accessible only from command line, or from an ini file or sg like that, I don't know it yet. Original Glide 3X API uses environment variables as settings. Probably, it's a good idea. For example, nGlide also uses environment variables for settings: http://www.zeus- …

Re: dgVoodoo 2 for DirectX 11

Dege, I've tried to set D3DRENDERSTATE_ANTIALIAS to D3DANTIALIAS_SORTINDEPENDENT, but it seems that it does nothing. It seems that my drivers take into account only own settings. What do you think, it is better to leave D3DRENDERSTATE_ANTIALIAS = 0 or it is better to set some value? :) According to …

Re: dgVoodoo 2 for DirectX 11

Then D3DRENDERSTATE_DITHERENABLE is enabled by default? No. DX6 thrash drivers sets it during init (with many of others render states). I'll read DirectX7 SDK about this states. Maybe it will be good to change some of them :) For example, D3DRENDERSTATE_ANTIALIAS (it it is not enabled in DX6 …

Re: dgVoodoo 2 for DirectX 11

I've tried to disable D3DRENDERSTATE_DITHERENABLE in the DX6 (in the original DX5 it's already disabled). Now it looks like DX5 :) Now I'm contacting with one user which has this error in DX6 mode: http://veg.by/z/2015-06-03-15-17-46-49e22d90.png I would like to understand what's wrong and fix it …

Re: dgVoodoo 2 for DirectX 11

I've removed this check. Works nice on Windows 7. :cool: If you compare menu with dx5 and dx6 drivers, you will see that menu in dx6 looks worse. Both of them uses 16-bit for menu. Maybe there is some dithering options? (D3DRENDERSTATE_DITHERENABLE? I'll try it later.) If I force 32-bit mode for …

Re: dgVoodoo 2 for DirectX 11

This test also failed on my XP machine. It seems that it works on XP because It seems old drivers didn't (always) care :) On my machine with Windows XP GeForce G 105M is used. Offset of the structure: 0x60014C78. Offsset of checked value: 0x60014CE4. If I'm not wrong, it's a dpcTriCaps.dwMiscCaps …

Re: dgVoodoo 2 for DirectX 11

Wow!!! I've forced of executing of this part of code (once at the game start) and fog is appeared. This code could be executed by nfs3.exe via THRASH_setstate function. It seems that it requires to add a call of this function with some magic numbers to code that initializes thrash driver. I think …

Re: dgVoodoo 2 for DirectX 11

Dege, wow, it sounds good. You are awesome! :) But as I said before I don't know Direct3D. I've downloaded DirectX 7 SDK and http://developer.download.nvidia.com/assets/gamedev/docs/Fog2.pdf for some theory. While I'm reading (it's first time when I'm touching 3D things), maybe your help will be …

Re: dgVoodoo 2 for DirectX 11

Except that dgvoodoo DX emu doesn't work with DX6 renderer but I already found the cause when I debugged the fog issue. What is the problem? Is this a problem of dgVoodoo, or something wrong in the dx6.dll and I have to fix it? One user reported me this error: http://veg.by/z/2015-06-03-15-17-46- …

Re: dgVoodoo 2 for DirectX 11

Thanks for this information. Now I'm debugging this code on my XP and Win 7 machines. It seems that it works in the same way in WinXP and Win7. It seems that you're right. I've found according code in the nfs3.exe and in the dx6.dll. nfs3.exe sends density as integer 250. dx6.dll makes: 1/250=0.004 …

Re: dgVoodoo 2 for DirectX 11

(Or, old drivers misinterpreted pixel fog parameters?) Did you mean that new drivers misinterpreted pixel fog parameters? Currently I don't know Direct3D at all. But you gave me very useful information. I'll try to investigate it later. I've added ability to enable fog for d3d drivers. It prevents …

Page 4 of 5