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Re: dgVoodoo 2 for DirectX 11

hmmm, no TEXTUREBUFFER and COMBINE support. Well, yes. There are all sorts of undocumented obscure extensions. I don't know what are they for and how they works exactly. I have guesses but that is not enough to implement them. Maybe raking over Glide3 driver sources would help.

Re: dgVoodoo 2 for DirectX 11

I've tried F22 TAW. It always crashed with stack overflow when I entered a single mission. This program has 64k stack. When I hacked the exe to raise the stack reserve/commit to 1MB, it seemed to worked fine, altough didn't experimented with it a lot.

Re: dgVoodoo 2 for DirectX 11

As far as I know, buffer pointers remains unchanged on a Voodoo hardware, so pointer B is always points to the backbuffer (but I'm not 100% sure, should have a look into 3Dfx specs). In dgVoodoo however, I let the pointers get swapped because of optimization reasons except when a locked buffer is …

Re: dgVoodoo 2 for DirectX 11

Hi All! It's been a long time I posted here... :blush: (to be clear, I was trying to fix the problems mentioned in "Tips and known issues" from the dgVooodoo2 README - perhaps the stride limit needs to be removed from dgvoodoo?) Well, as far as I remember, I run into 2 problems with lfb access ( …

Re: Tomb Raider 1 missing shadow issue

Sorry for the late respond, so: So in the end what do you think of the OR act ? Was that alpha tinkering ? Or is your explanation different ? Yes, I think it's a kind of tinkering. Maybe the original 3dfx hw worked in a similar way you tried for some reason (and it's not tinkering after all, but a …

Re: Tomb Raider 1 missing shadow issue

but the shaky rationale for that would be, with an OR I will do no harm to the 24 bit part, if I set bits 24 through 31 maybe I'll have a makeshift 7f value for a in argb. I saw storms of 24 bit color values coming, what if I sorta append 7f to them and enjoy the show ? Hmm, now I'm getting the …

Re: Tomb Raider 1 missing shadow issue

:happy: :happy: :happy: "prologue in heaven" in a discussion between you and Paul Gardiner in 2003 (you knew Good old days... :happy: So, has this simple hack solved the shadow-glitch? I don't really understand why you wanted to OR the constant colors coming from different calls, it won't give good …

Re: Tomb Raider 1 missing shadow issue

Well, here is how dgVoodoo handles TR1-problems: Missing shadow: When I first tried to get TR1 to work with the wrapper, I figured out that TR1 engine mostly drives the wrapper through the utility-function set, so that through the guXXX functions. All of the pixel-pipeline settings are done via …

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