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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.

Re: dgVoodoo 2 for DirectX 11

But how the hell did authors of Glide64 know how to use those extensions? Were they doing empiric programming on 3Dfx Glide3 drivers? 😀 AFAIK, there is no SDK documenting them been released. It's pity that I do not have an old machine with 3Dfx card to do true reverse engineering. 😐

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 ( …

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