Reply 80 of 173, by gulikoza
- Rank
- Oldbie
Alright...fixed it 😎
When the lock fails, dosbox will switch to not passing the flag. It seems to work now in w2k.
I'll have the updated patch & build (finally!) up on my page in a few days 😀
Alright...fixed it 😎
When the lock fails, dosbox will switch to not passing the flag. It seems to work now in w2k.
I'll have the updated patch & build (finally!) up on my page in a few days 😀
Okay...all my patches updated. And a new compiled binary. This should work in W2k!
Ej, nice work "stari".
I'll try to modify the patch when i have time to add some additional features like correct aspect ratio on 1280x1024 LCD's. But maybe you will come ahead of me.
"Nadaljuj z dobrim delom".
hehe...10x
Some of these features are already implemented....but if you have any good ideas 😀
I use ykwongs Dosbox CVS and in the last two builds i noticed that using Direct3D as output and setting the window resolution doesn't work anymore.
I usually set 1280x1024 as window resolution but dosbox starts in a 16:9 sized window regardless.
Just to let you know 😉
I think it works fine. It is probably due to the recent changes of direct3d code (res part in sdlmain.cpp).
After:
if((sdl.desktop.window.width) && (sdl.desktop.window.height)) {
scalex=(double)sdl.desktop.window.width/(sdl.draw.width*sdl.draw.scalex);
scaley=(double)sdl.desktop.window.height/(sdl.draw.height*sdl.draw.scaley);
if(scalex < scaley) {
sdl.clip.w=sdl.desktop.window.width;
sdl.clip.h=(Bit16u)(sdl.draw.height*sdl.draw.scaley*scalex);
} else {
sdl.clip.w=(Bit16u)(sdl.draw.width*sdl.draw.scalex*scaley);
sdl.clip.h=(Bit16u)sdl.desktop.window.height;
}
scalex=(double)sdl.clip.w/width;
scaley=(double)sdl.clip.h/height;
} else {
sdl.clip.w=(Bit16u)(width*scalex);
sdl.clip.h=(Bit16u)(height*scaley);
}
Before:
if((sdl.desktop.window.width) && (sdl.desktop.window.height)) {
sdl.clip.w=sdl.desktop.window.width;
sdl.clip.h=sdl.desktop.window.height;
scalex=(double)sdl.desktop.window.width/width;
scaley=(double)sdl.desktop.window.height/height;
} else {
sdl.clip.w=(Bit16u)(width*scalex);
sdl.clip.h=(Bit16u)(height*scaley);
}
The change makes D3D behave the same as other outputs, it keeps AR in window mode.
hello ...
want just to bring to notice that with the last DirectX 9.0c redistributeables from Februar 2007 & Dezember 2006, the support for Windows ME, Windows98se, Windows98 & Windows95 was dropped.... 🙁
the last one with support for all of them was October 2006, here they are listed (win98se, ME...)
http://www.microsoft.com/downloads/details.as … &displaylang=en
Februar 2007 (here they are missing)
http://www.microsoft.com/downloads/details.as … &displaylang=en
so... maybe it would be idea for maxium compatiblity to link against the headers from the SDK October 2006 version...
if not a really great functionality arises which is available only in later versions....(don't think so) 😉
Hey, thanks for noticing 😀
I currently link against August 2006 SDK in my builds and it seems to be ok...for now 😀
For Vista, it is recommended to set SDL_VIDEODRIVER=windib if you plan to use direct3d. It can be unstable with default directx driver.
Thanks to a friend of mine (and Moe!) there's some things coming real soon...who can figure out what's "wrong" with this picture? 😁
..Eh, the sharp edges (antialiasing of some sort)?
Looks very nice!!
Hello Glukoza! I have yours DOSBox release with patch (direct3d)
My settings in dosbox.conf:
---------------------------
output=direct3d
pixelshader=scale2x.fx
scaler=none
windowresolution=1024x768
-------------------------------
DOSBox says me:
D3D:Pixel shader not needed
Drive C is mounted as local directory
SHELL: Redirect output to nul
D3D: Error in pixel shader shaders\scale2.fx
<1>: error X1507: failed to open source file: 'shaders\scale2x.fx'
Unable to create effect compiler from shaders\scale2x.fx
D3D: Pixel shader output disabled
============================================
What's wrong with my dosbox? Why it's don't wanna load pixelshaders?
Please ASAP!
My computer configuration:
AMD Athlon 64 3500+
2 GB DDR400 RAM
256 Nvidia GeForce 6800GT
HDD Samsung 160GB
Soundblaser Audigy
Chipset Nvidia NFORCE3 with AGP
Make sure that scale2x.fx is present in the shaders directory...
@rcblanke: It's Moe's OHQ ported to D3D 😉
That looks great.... 😀 Me want-ee.
Looks like hq2x finally made it as a D3D shader :)
It's actually more than hq2x. Think of it as an advanced variant that is based on the same general idea but improves in several details.
Yes it looks better (the red health triangles in the lower left corner).
How long till we see it?
I have it ready, but I need a few days to put all the other patches together (and wait some time for wd and qbix to commit their pending changes to the cvs 😉)
wrote:Yes it looks better
Current dosbox hq2x algorithm is slightly broken compared to old Moe's patch. See here: Super2xSaI, 2xSaI and SuperEagle