Reply 320 of 1111, by Dege
wrote:Nice to learn something new about VMware's SVGA driver. I totally missed with that anti-aliasing guess, just an assumption from the error thrown by Unigine Heaven when trying to use it. Will be cool to see dgVoodoo in action on VMware.
Win7 platform update fixed MS WARP, there were no problems with compute shaders and structured buffers support. dgVoodoo ran with it nicely (so far as a software renderer can nicely run).
VMWare SVGA remained the same.
Structured buffers are essential in dgVoodoo and are used in a lot of shaders. So, it won't run hw accelerated unless VMWare SVGA gets support for that some day.
wrote:I've read that Interstate '76 uses MechWarrior 2 engine. I76 has a number of odd glitches. I didn't go to deep into it, but have noticed its GDI renderer fails on NT systems, assuming BitBlt function should return the width of the whatever it renders to, which only happens on 9x systems. I wonder if documentation ever said something about that; as long as it returns positive value, everything's OK. And the game must run at 20 FPS due to physics. The fan forum says 24 FPS is the golden number, but I always thought 20 is better for correctness, it's hard to tell honestly.
The gold patch also brings in some new problems (and a Glide2 renderer). The most interesting thing about its Glide renderer, I only managed to get it working without glitches with dgVoodoo1, with the two magic settings: Texture mem size set to maximum (65536 kB) and Texmem scaled to 4MB enabled. Otherwise it would glitch, textures flashing, being randomly replaced with others to be precise. Supposedly this occurs on the real Voodoo card as well.
I never tried IS 76 with dgVoodoo2...
But I'm wondering why texture memory scaling is needed for that. I introduced that only because of Red Baron 3D because of its bug related to texture memory size any other than 4MB.
The same bug in IS76?