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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 …

Re: dgVoodoo 2 for DirectX 11

What would be the use for them? I don't really know, I think only Glide64 uses them. Mudlord mentioned extension COMBINE (I suppose it's needed for Glide64) and this one is part of Napalm build. But otherwise it would be cool to have it even if nothing uses it. :happyhappy: I like the bread …

Re: dgVoodoo 2 for DirectX 11

ps: cockpit colours are wrong (tinted yellow) in I-War Yep, indeed. Thanks for the info, I'm going to investigate this one. Also, I found that FreeSpace demo does not work (almost) at all because of strict parameter validation of the wrapper on lfb lock. I had to put a line into comment to get it …

Re: dgVoodoo 2 for DirectX 11

A (maybe stupid) question: is Napalm Glide build an official 3Dfx driver build, whose extensions were never documented or is it some kind of "hacked" build for Glide64? :blush: Looking through the sources it seems that COMBINE extension is not just about extended alpha/color combining but million …

Re: dgVoodoo 2 for DirectX 11

But I still don't understand how could the video driver cause anything right after LoadLibrary since it's not even called. Oh, I forgot: I checked this with the 'quick' build you posted here a few days ago. Any change since then that could cause this, maybe? Anyway, it's not an important issue, I …

Re: dgVoodoo 2 for DirectX 11

It's a typical artifact caused by forced resolution and bilinear filtering (so that unmatching texel->pixel mapping). I often come accross this combo. Probably dgVoodoo looks the same, if it works with Freespace (never tried).

Re: dgVoodoo 2 for DirectX 11

Dege, are you doing something weird in DllMain()? No, it's an empty function. All the D3D stuff is initialized on demand at a later point. I think the only code running there is the decompressor but that shouldn't conflict with anything. DOSBox crashes right after the LoadLibrary() call if output …

Re: dgVoodoo 2 for DirectX 11

I've released a new build ( http://dege.fw.hu ) for Gulikoza's new Glide patch. Not much in this version but Extreme Assault now runs beautifully with a non-UMA 3Dfx card and PCI emulation. The only issue is ingame help screen (F1), it does not work, don't know why (could it be a bug in the 3Dfx …

Re: dgVoodoo 2 for DirectX 11

Not with the latest dgVoodoo version. Gulikoza has already done the needed fixes on DosBox's side in his latest patch but it has to be done in dgVoodoo as well. Gulikoza and me tested it with a quick "adjusted" build of dgVoodoo and EA worked. The fixes will be included in the next release.

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