VirtuaIceMan wrote:To Zeckensack: I noticed your report on Jane's blurry cockpits (http://www.zeckensack.de/glide/) - perhaps this is the same issue affecting Boss Rally (in your wrapper the textures appear to be twice as low-res compared to Dege's wrapper/real Voodoo).
No, that can't be it. The blurry cockpit issue is because
a)the game renders some stuff (text, apparently) as bunches of point primitives
b)the game reads the frame buffer, modifies it, and writes it back every frame
(Btw, B is the root cause for the huge performance problems people are having with the game.)
Now, this blurriness only appears in "high res" mode. High res causes the wrapper to render points at twice their normal size. This is done to make them appear to be the original, intended size. In combination with the doubled resolution on both axes, they would be too small otherwise. It also wouldn't be possible to render text as bunches of points, because the (small) points wouldn't touch each other and you'd get gaps.
This larger point size thing was in fact a fix I've made specifically for a "faint text" issue in the game 😜
The "new" issue is a result of the combination of A and B. A framebuffer readback in high res mode returns a downfiltered version of the "true" framebuffer (2x2 box filter), because I can't, in any useful way, hand a 1280x960 framebuffer to a game that expects to see a 640x480 framebuffer.
Unfortunately, the game doesn't render the points on exact pixel centers (eg (x;y)=(100.5;60.5)), but on pixel corners ((x;y)=(100.0;60.0)). The large points sit exactly in-between the pixel quads that end up being a single "emulated" pixel after the box filter. So during downfiltering, they get blown up to twice their intended size again (while getting dimmer).
This in itself wouldn't be much of a problem, but then the game adds some stuff to that buffer and just writes it back. The wrapper upsizes the buffer again at this point so it fits the screen, but the points are still "diluted".
The fix I've made "corrects" point coordinates so that they get rendered on exact pixel centers. This gets them through the box filter unharmed.
Conclusion: This has nothing to do with texturing. Sorry.
VirtuaIceMan wrote:Incidentally I can supply you with a cut-down demo-ish test version of Boxx Rally for about 15mb if you're interested (basically the game will work without the CD-ROM except for Championship mode so you can run time trial mode to test wrappers with!)
Ice
Yup, many thanks for that 😊
Unfortunately I can't run it at all ... any special precautions to take?