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Re: Test Drive 5 Glide3x not working

Thanks for the explanation! So, it's basically because of batched execution. And even without that, from the host side it'd be hard to force keeping the needed guest pages in a paged-in state for the time of the call. Now I understand. but then it could break if any game ever played tricks with …

Re: Test Drive 5 Glide3x not working

Great!! Splitting mipmap levels to 2 TMUs is only for achieving trilinear filtering, and I don't think that too many games messed with that back in the days when only Voodoo2 had 2 TMUs. Probably none of the DOS Glide games and that's why it didn't turn out through DosBox. If it's a problem there at …

Re: Test Drive 5 Glide3x not working

So if I understand that correctly, the size calculation was incorrect because oddEven != both. Then I can just always force oddEven=both to calculate the size, info->data pointer from the game will always have the full MIPMAP and dgVoodoo2 will find out the offset for odd/even MIPMAP from info-> …

Re: Test Drive 5 Glide3x not working

not the latest but anyway https://www.vogons.org/viewtopic.php?p=933335#p933335 Thanks!! I'll try it! I think I found the real culprit -- NumberOfTMUs The MIPMAP corruption only showed up with NumberOfTMUs > 1 regardless of Voodoo card type. Configured as voodoo_graphics with 2 TMUs had the same …

Re: Test Drive 5 Glide3x not working

Yes, there were no mipmapping when running natively. Regarding grTexSource(), I hope that you won't be touching the "info->data" pointer, the data should have been downloaded with grTexDownloadMipMap(). Of course not, that member isn't even valid for that call. Anyway, I managed to launch the game …

Re: Test Drive 5 Glide3x not working

Does dgVoodoo2 really make use of level n mipmaps downloaded from Glide calls? Yes. It takes the grTexSource and grTexMultibaseAddress calls seriously. Texturing emulates the linear texture memory and any texture descriptor fed by these calls is used in an exact way, no matter what potential memory …

Re: Test Drive 5 Glide3x not working

Oh, so it's not 64 bit. Yes, the problem is inevitably about mipmapping. The first mipmaplevel is good but all the others are trash. That's why it turns into good when looked from a close viewpoint. But, I checked out the Glide log for this game and the only texture upload call is …

Re: Test Drive 5 Glide3x not working

Yes, I too think the bug is somewhere in dgVoodoo. I'm trying to run the game in QEmu. What I don't understand, is why Glide passthrough doesn't work with TD5. When I try to start VOODOO2.EXE I get 'The file Glide3x.dll cannot start. Check the file to determine the problem' error message. (The SDK …

Re: Test Drive 5 Glide3x not working

Are you saying that dgVoodoo's Glide2x/3x in some cases will have dependencies on dgVoodoo's ddraw/d3dimm? No, there is no dependency but they can cooperate and the game is usable if it doesn't work with native ddraw. But running native would also only use the WIN32 version of Glide2x/3x DLLs …

Re: FEAR crash

I have FEAR version 1.8.282.0 and I can't reproduce the crash either. Resolution is set to 2560x1440. I tested the game through the D3D11/12 SDK debug layer which reported a bug but that only affected forced MSAA case, and I fixed it in WIP79_1. Tested on both nVidia and Intel UHD. Also, I found a …

Re: dgVoodoo 2.7.x and related WIP versions

I release some additions and bugfixes to the latest WIP: ========================= WIP79_1: ========================= - Fixing a D3D12 cache bug (nv Chameleon demo) - Implementing missing point-type fillmode (nv tech demos) - Adding option DirectXExt\Default3DRenderFormat - Fixing a bug with forced …

Re: dgVoodoo 2.7.x and related WIP versions

I release a new WIP: ========================= WIP79: ========================= Changes compared to v2.73: - Enabling 16K sized surfaces in DDraw (Demon World 2) - Fixing bicubic + Lanczos filters combined with integer scaling - Adding a new option GeneralExt\CursorScaleFactor to control the integer …

Re: Stalker lighting problem

Ok, as it turned out, the game initializes D3D9 from both DllMain and later from regular code. DllMain fails with dgVoodoo and that's what causes losing dynamic lighting (I guess the game queries some caps, texture formats and such from the DllMain instance). Experimentally I forced DllMain to fail …

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