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Re: dgVoodoo 2 for DirectX 11

3DMark2000 uses DirectX 7. Dege explained a while ago that 3DMark2000 was coded somewhat improperly so it's pretty hard to support it. The same might be true for 2001. I haven't check this yet, but it's on the list. :) A bit other DX8/DX9 thing: as it seems to me, first generation shaders are/can …

Re: dgVoodoo 2 for DirectX 11

Do I need D3DImm.dll and DDraw.dll for a D3D8 engine? I think not, right? No, D3D8 is a standalone component. *Splinter Cell 2: Crash At what point does it crash? Do you have d3dcompiler_43.dll? It won't work without it because SC2 uses DX8 shaders. Also, I had to copy D3D8.dll into the game folder …

Re: dgVoodoo 2 for DirectX 11

The current WIP is available: http://dege.fw.hu/temp/dgVoodooWIP11.zip also, you may need: http://dege.fw.hu/D3DCompiler_43.zip What you should know about the new features since v2.45: 1. DX8.1 support is added What are not supported in this version but planned to be in the future: - Depth textures …

Re: dgVoodoo 2 for DirectX 11

What about OpenGL support? Uhm, I don't think that I will implement that. What version of OpenGL do you need? OpenGl >= 2.x is feeded (? fed or feeded? :confused: ) by shader sources directly, so I should even implement a (good) compiler to handle shaders somehow. Not to mention tons of extensions …

Re: dgVoodoo 2 for DirectX 11

Dege, are you planning to release a new version of the dgVoodoo in the near future? :) Yes, at least a new WIP. I'm just over the big DX implementation overhauling and refactoring. I've added DX8.1 support (with some missing features like point sprites and depthstencil textures) and fixed a lot of …

Re: dgVoodoo 2 for DirectX 11

Do you know any other Glide API functions where some fixes for 32bpp mode are required? :) Also there is one problem with embedded screenshot feature, which uses grLfbReadRegion (by pressing Alt+P during gameplay). For some reason it saves only the first half of the screen, and the second half of …

Re: dgVoodoo 2 for DirectX 11

I've tried to utilize 32bpp rendering of the Napalm build of the glide3x.dll in the NFS3 Modern Patch. But it seems that it doesn't work correctly :( Indeed, no any 3D objects can be seen. I've just debugged a little to see what's going on, and I can say the following: - The game uses Z-buffering ( …

Re: dgVoodoo 2 for DirectX 11

Any chance you figured out refresh enumeration crashing at 128+ resolutions? Not yet, unfortunately. I'll try to emulate that case by enumerating a lot of dummy resolutions for debugging. :( Returning to thanks dgvoodoo one more time, i recently started using dgvoodo 2.44 and 2.45 and fixed a lot …

Re: dgVoodoo 2 for DirectX 11

Please let me know what I can do to assist with this. This issue affects many players and I would love to get this resolved! I'm going to implement the needed things in the next version. I can test it with other games that suffer from this readback thing. When it's ready, I will upload a new WIP …

Re: dgVoodoo 2 for DirectX 11

FRAMERATE PROBLEMS WITH DGVOODOO 2.45 - JEDI KNIGHT: DARK FORCES 2 AND MYSTERIES OF THE SITH UPDATE 11:50 AM EST: RadeonPro with VSYNC off only crashes Jedi Knight when you launch the game in windowed menu mode with the -windowgui switch. UPDATE 12:23 PM EST: Framerate increases dramatically as I …

Re: dgVoodoo 2 for DirectX 11

Hmm... it's really strange. :confused: I've just tried StarTopia and Simcopter (Win7). StartTopia: Flip without vsync gives me uncapped fps both natively and dgVoodoo. I must admit though, it runs much faster natively, through the emulation it does not always reach 60 fps depending on scene …

Re: dgVoodoo 2 for DirectX 11

On what games does the 60fps cap get appied? I would like to check it myself. Most games synchronize themself to the vertical retrace, so a 60-70-75 fps cap is present (depending on the refresh freq) but dgVoodo doesn't force it. It should work the same way as natively. BTW, forcing vsync off can …

Re: dgVoodoo 2 for DirectX 11

On what games does the 60fps cap get appied? I would like to check it myself. Most games synchronize themself to the vertical retrace, so a 60-70-75 fps cap is present (depending on the refresh freq) but dgVoodo doesn't force it. It should work the same way as natively. BTW, forcing vsync off can be …

Re: dgVoodoo 2 for DirectX 11

Just tested the demo of Star Trek: Hidden Evil, and it refuses to recognize support for either software or hardware rendering when using either the DDraw or Glide DLLs provided with dgVoodoo2. However, nGlide was recognized and actually allowed me to enter the game and play without issue. Thanks …

Re: dgVoodoo 2 for DirectX 11

Hey there! :happy: I came across this thread recently and registered some hours ago to say how useful dgVoodoo 2 is! Hi! Thanks! :) The only exception being "The Settlers 3", which doesn't like dgVoodoo 2 at all, crashing instantly at launch. Apparently it can't find its gfx files anymore: "File …

Re: dgVoodoo 2 for DirectX 11

I can't test Turok2 at the moment but I'll have a look. Back when I tested it with Glide rendering, it worked without a problem (but can't remember if I tried the game with DX wrapping). I've just did a quick try with the first level (D3D) and didn't experience mouse problems. However I came across …

Re: dgVoodoo 2 for DirectX 11

Try my fixes for M25 Racer (the earlier version of London Racer): http://www.vogons.org/viewtopic.php?f=8&t=41812 There was an official patch for London Racer back in the day; I took a file from it and rolled my own M25 Racer fix. Yes thanks, I saw that post but the patch won't work with the demo. …

Re: dgVoodoo 2 for DirectX 11

It looks the same with native DX. Or worse, as it has colorkeying problems too. native DX likely is wrong, it should probably look like the attachment to this post (that's Win95 under DOSBox, running the D3D render). Wrong pixel center used by old drivers maybe? It's strange after all. Also Nvidia …

Re: dgVoodoo 2 for DirectX 11

You can actually use windowed mode to fix Lands of Lore II's AR... Sadly it still has many rendering errors that mar the experience. See attachment for an example (the seams at the top of the cave below the vegetation, the row of small dots in the ground). DXGL actually shares the same problem, but …

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