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Re: Game issue

TBH, it's weird. The game does not crash but quits. I can only see one dgVoodoo error in the log, but I don't know what it is have to do with the monitor. Maybe it's completely normal, but a log from a monitor on which the game is running is needed to compare the two. Btw, your monitor rect is a bit …

Re: Game issue

Try the dbg version of dgvoodoo and see the log if there is any error message in it. Probably something with a display mode / refresh rate that's unsupported with that monitor.

Re: dgVoodoo and stereoscopy - question for Dege

Yes, I remember that, and also, reading a technical white paper about the underlying driver techonolgy. There are a few things I don't know though: - I can't remember what parameters exactly the stereoscopic rendering has, should dig into it / that doc again - Side-by-side is just presenting one …

Re: Issue with screenshots. More Info needed :)

Hi, I whipped up a small test code for that: UINT sdkVersion = D3D_SDK_VERSION; LPDIRECT3D8 lpD3D8 = Direct3DCreate8 (sdkVersion); D3DDISPLAYMODE mode; lpD3D8->GetAdapterDisplayMode (0, &mode); D3DPRESENT_PARAMETERS d3dPP = {1280, 1024, mode.Format, 2/*1*/, D3DMULTISAMPLE_NONE, D3DSWAPEFFECT_FLIP, …

Re: Driver (1999) - 8bit palettized textures

Actually it's a problem on the game side. The code checks against a bad pixel format descriptor for detecting 8 bit textures. I guess an old D3D Voodoo driver described it in a wrong way (only with flag DDPF_PALETTEINDEXED8) but the real, expected format includes rgb too (DDPF_PALETTEINDEXED8 | DDPF …

Re: Regressive bugs - report them here

Bound by Flame not an old game. Why you need wrapper for this game? 2010> games difficult to work with DirectX. New games often use complex difficult schemes for shaders and code, this games have thousands shaders and new shader model versions. In most cases these games do not work correctly with …

Re: GR_CLIP_COORDS Inverted Axis

Hi! How could I test/reproduce it? I modified and tried a sample app from the Glide3 SDK using clip space coords to do that with GR_ORIGIN_LOWER_LEFT, but the rendering didn't get inverted vertically. It only should if the height parameter from grViewPort is negative. But if the result is different …

Re: dgVodooo 2.8.x and related WIP versions

I've made some additional bugfixings, and I release the current version as a new patch version: ========================= v2.82.3 ========================= D3D12 changes * Fixing a caching bug in the 2D D3D12 backend causing black screen (La Mulana) * Fixing an optimization bug in the 2D D3D12 …

Re: Regressive bugs - report them here

Splinter Cell: Chaos Theory (Versus multiplayer) had a regression starting on v2.82.1. Certain objects will glow like this destructible part of the ceiling for some reason. Just going to revert to older versions, but thought I'd report it. These particular screenshots were with the GeForce 4 Ti …

Re: Regressive bugs - report them here

Splinter Cell: Chaos Theory (Versus multiplayer) had a regression starting on v2.82.1. Certain objects will glow like this destructible part of the ceiling for some reason. Just going to revert to older versions, but thought I'd report it. These particular screenshots were with the GeForce 4 Ti …

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