So, 10.0 support seems to make some sense. 😀
teleguy wrote:Updated my video drivers to the latest ones available, still the same problem.
If plain DDraw works (watermark is visible) but D3D doesn't then dgVoodoo probably can't create one of its precompiled 3D shaders and querying D3D interface or creating D3D8 device fails. Question is, why it is.
Intel drivers are pretty messy to me, my HD 2000, with the ancient driver I'm using (from 2011) supports DX10.1 while later releases don't ( 😕 ).
Next week I could have a look, with such a driver to see what if I'm trying 10.0 on that.
Ooor, maybe if you have DX SDK installed on that laptop, then forcing the D3D11 debug layer, it could be seen it's output to see what fails.
(Installing it on Win7 with SP1 or later is a little tricky, as one must install the DX2010 June SDK first, and after that, the Windows8.1 SDK to get it working... so, it's not so recommended).
angrylion wrote:Tried WIP20 on Windows 7 x64 with DX11-level GPU (nVidia Kepler) and default settings. The famous farbrausch - fr-08 intro (it uses DX8) shows two glitches. The cloud patterns in the sky are twisted as if showing crosses. The fractal-ish lattice floor opening in the cathedral is rendered in discrete steps as the camera moves away. Thanks for the excellent wrapper, btw.
Thanks, I'm going to check this one! I avoided 64k intros when browsing on Pouet because most of them seemed to be OpenGL.
Gagster wrote:The game only had a minor issue with the Windows mouse-pointer blinking through the crosshair, but I suppose I can find a way to disable the Windows cursor for a quick fix.
I suppose you're using it with 'aspect ratio scaling'.