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Re: dgVoodoo 2 for DirectX 11

But it doesn't worth the effort. Writing another component just to have an OpenGL 1.1 -> Glide3 (and mini ddraw) -> D3D11 wrapping? It makes no sense but programmatically would be nice... :happyhappy: Hah, this would be awesome. Well, yes, it would. At least Glide3 Napalm would have a great tool to …

Re: dgVoodoo 2 for DirectX 11

as for jetfighter you may see it when using latest ykhwong's dosbox build with following settings: voodoo=opengl glide=emu To be honest, I don't really understand what "Glide" and "Voodoo" config sections control exactly in Ykhwong's DosBox build. Voodoo only affects the emulated Voodoo1 hardware? …

Re: dgVoodoo 2 for DirectX 11

Thanks for the file, Stiletto! I didn't have it... 😦 Now I've fixed the broken link. Yes, I think people still need it. When I last tried the last version I had, it didn't work. So, I had to switch to 16bit color mode to test POD. That's why I thought it was useless.

Re: dgVoodoo 2 for DirectX 11

this one is still broken POD_P4AMD_Patcher Thanks, I will fix that if I still have that file. Maybe it's not too important, I wonder if anybody needs it. :blush: Some views have graphical glitches at the bottom of the screen on real voodoo card, but they are not visible with your wrapper. As you …

Re: dgVoodoo 2 for DirectX 11

It's strange. I haven't got any crash with KQ Mask Of Eternity and 2.15. I examined the crash point 0x522ed1. It's in the game's executable, not in the wrapper. The only pointer pushed from the wrapper to the game is the lfb lock pointer, I think. So, if the crash is caused by the wrapper then only …

Re: dgVoodoo 2 for DirectX 11

Hmm i kind of understood about your pixel centre stuff (though not exactly ), Yes, a blueprint or something like that should have been attached. :happy: This is probably very ignorant of me, but say if you just scaled the offscreen buffer too, wouldn't that be okay? You are right. Probably scaling …

Re: dgVoodoo 2 for DirectX 11

Well, thanks, I will visit that window! I visited the window. Indeed, it has some kind of clipping issue with D3D. Must be a bug in the D3D renderer. However, with 3Dfx it's OK. The fact that 1280*960 is exactly double means it should scale fine, and result in a much more readable interface. So …

Re: dgVoodoo 2 for DirectX 11

Yes, that is the correct level! The windows i am meaning are to the far right - go past the reception, and through the main doors into the corridor with the guest rooms. The windows are in here. You can also go to the end of the corridor, and in peoples rooms themselves too to see the effect. Here …

Re: dgVoodoo 2 for DirectX 11

To see the issue easily, go to the hotel level (Mr Wulf level) and go in the main doors, then head all the way to the right and look out of the windows onto the street. Instead of seeing the pavement properly, Sorry, I don't know this game, but downloaded a savegame containig all "milestones", I …

Re: dgVoodoo 2 for DirectX 11

I've tried Hitman with the wrapper. There were some errors in the vertex shader (I think this game is the first one using clip space coord system I tried). But... Having those fixed, fog is still missing. It's the same as on the screenshot in the forum you posted about. I debugged it all the evening …

Re: dgVoodoo 2 for DirectX 11

:happy: Yes, something like that...! Or, I pushed myself back. Further investigating the 3Dfx driver, I got to the following: Original OpenGL driver is not a pure OpenGL->Glide3 Napalm wrapper, unfortunately (as for Windows). OpenGL uses the SURFACE extension. The problem is that surface …

Re: dgVoodoo 2 for DirectX 11

Yes... But T-buffering is a 3Dfx techinque for antialiasing on Voodoo 4&5 (2x, 4x, 8x, depending on the number of chips in SLI). Also, as many other things, it could be forced through registry. I can't recall though that when it's used, it can be enabled/disabled during a Glide session through the …

Re: dgVoodoo 2 for DirectX 11

Well, it's not. It crashes with Project64... :happyhappy: :dead: Let something be untested and you can be sure it won't work... I hate software industry. :blush: Anyway, when that crash is fixed, I still get another one with certain ROMs. Seems Glide64 calls a missing function belonging to an …

Re: dgVoodoo 2 for DirectX 11

I've just released a new version. Changelist for 2.15: - Full support for texture buffers via Glide3 extension 'TEXTUREBUFFER' All 16 bit texture formats are supported as rendering format except for paletted ones - Bad color order for delta0 color, fixed (seems I'm not in luck with RGBA order in …

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