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Re: Cross compiling
Not too shy to talk
Not too shy to talk


Hello

Not Linux based but you can have a look here :
(in French but certainly translate well...)

http://www.amiga-ng.org/viewtopic.php?topic=2112&forum=14

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Re: Help: Hyperion's Port of Heretic II
Not too shy to talk
Not too shy to talk


Hello

Just to say I have Heretic2Demo running Inside WinUAE/ppc
But only 1 fps :-p

https://sonnet.uguu.waw.pl/jenkins/job/ReWarp/
http://aminet.net/package/driver/video/Wazp3D
http://aminet.net/package/driver/video/PatchWarp3D
http://aminet.net/search?name=heretic2_D

I started PatchWarp3D (but perhaps useless now...)
Open a shell
stack 500000
(only to be sure...)
Heretic2
... wait ... got a DSI : ignore DSIs... waaaaaaait. start the demo


Note1: I have allowed R5G6B5PC in WinUAE/RTG Graphics/color/Mode

Note2: Using renderer:Soft to Image in Wazp3D-Prefs should (?) be faster


Alain Thellier








Edited by thellier on 2017/6/16 10:22:13
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Coding a soft emulation for 68881 ?
Not too shy to talk
Not too shy to talk


Hello

I am following a few the forum about Vampire that is fast but dont have (yet) 68881 fpu support for legacy softwares

And I was asking myself "How difficult would it be to code a soft fpu emulation"
(slow but that will allow to run NOW the legacy apps)

I mean something that "trap" the fpu calls to a software
emulation written in C

So it seems there are 2 starting points:

1)Acopro: That dont seems to be complete (?) but contain UAE code for soft fpu

http://aminet.net/package/util/misc/acopro

2)shoebill: a mac emulator that contain a soft fpu implementation supposed to works well enough to run a mac

https://github.com/pruten/shoebill/tree/master/core/SoftFloat

So the question is how to glue all that to the Amiga "traps" system ?

based on this
http://wiki.amigaos.net/wiki/Exec_Tasks
it will need some kind of code like this (example for zero division trap)
http://amigadev.elowar.com/read/ADCD_ ... anual_guide/node0591.html

But this code only trap ONE task so how to apply this patch to the whole OS ?
Also how to glue this TrapCode <-> Fpu emulation code


Many questions... for a trap & fpu domain that I dont know ...

Alain Thellier











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Re: ReWarp project
Not too shy to talk
Not too shy to talk


>Warp3D v5/v4

The differences are that when a new functions exists in v5 then the old one is no more implemented so no more v4 compatible
There is no official list of missing stuffs only problems that appears with old progs made for v4 (68k & warp ppc)
PatchWarp3d list (& fix) most of those problems : those fixes are now included in Rewarp
my post #42 talk about 2 other problems
Crisot said that fog got a problem too..

Alain Thellier

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Re: ReWarp project
Not too shy to talk
Not too shy to talk


Hello

Perhaps ReWarp will need to have those 2 functions patched too as recent Warp3D V5 drivers may not implement them anymore


W3D_ClearZBuffer(context, &Zclear); patched to new W3D_ClearBuffers(context,NULL,&Zclear,NULL);

W3D_ClearDrawRegion(context,&color);patched to new W3D_ClearBuffers(context,&color,NULL,NULL);

Alain Thellier

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Re: Sharing data with host system with Amiga Forever & AmigaOS 4.1
Not too shy to talk
Not too shy to talk


Hello

Certainly you miss to enable the new "native" interface

ROM/Advanced UAE/New UAE(128k rom,indirect)

but before in your config.uae you must add this line

uaeboard=full+indirect




Also for better performances dont forget to add
uaegfx
uaesnd
composititing

1) Copy the uaegfx from an OS 3 install and place it in DEVS:Monitors on OS 4.1. and select Rtg Board/UAE Z3 on th WinUAE side

2) Expansions/Sound cards/UAESND Z3
and Amiga side Prefs/Ahi/16 bits stereo

3) http://aminet.net/package/gfx/misc/PatchCompositeTags


Alain

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Re: Amigaterie French event, by Huno
Not too shy to talk
Not too shy to talk


Hello

I didnt stay a long time at Amigaterie. But here it is what I seen:

Me I have shown MACE running 25 fps on WinUAE/PatchCompositeTags and GMAP+Maldita Castilla and talked a few about the small Nova demo that I ams still working (those ¤£@^x of shaders...)

There was 2 X5000 here plus various old hardware

Relec showed us the Tabor with OS4 and Emotion quite well running even if the OS is not 100% finished

Huno showed us a 3D game that he is working on.
+ The lastest developement on FBA more games more options
+ EGL a wrapper that allow to compile OpenGL-ES Android sources directly for the Amiga
+ The latest Nova demos from Hans including render-to-texture, depth-textures and especially bitmap_as_texture that makes a big impression. This allow to use any AmigaOS bitmaps (Windows,screen,etc..) as a texture in a 3D Scene: amost wanted feature. Render-to-texture demo was less impressive but will allow in the future all the fancy effects seen in recent 3D games like water reflection, mirrors, etc...
+ The early demo from Toronca a 3D game from EntwicklerX

>Alain Thellier has just received his new X5000 from Relec and will start taking a look at Nova
In fact I have already worked (on my Sam460) on porting a small GL demo directly to NOVA (not GL-ES) but there are still shaders errors I cant fix as I only works on it 1-2 hours per week. The Nova code in this demo will then serve to add Nova rendering to my Microbe3D library

Alain Thellier


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Re: Cow3Dv6- Warp3DNova Benchmarking time !& new Cow3D-no bar from Hans!
Not too shy to talk
Not too shy to talk


Hello

Am I the only one to be surprised that writing some lines of text with AmigaOS cost as much time as drawing a (5000 triangles !) cow 500 times ?

Alain Thellier

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Re: Creating an AmigaOS4 library
Not too shy to talk
Not too shy to talk


see also this:

http://www.amiga-ng.org/viewtopic.php?topic=1975&forum=14

Especially the way of using an .sfd file to generate all including the .xml

Alain Thellier

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Re: Dump an object file's symbol table
Not too shy to talk
Not too shy to talk


Hello

Perhaps my aminet/ObjDumpFunctions can help you as it extract functions from a binary...

Alain Thellier

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Re: CrossCompiler for C/C++ necessary?
Not too shy to talk
Not too shy to talk


>Windows 10 [...] so use Linux cross compiler from windows shell.

Yes but this add nothing to the easy to use Cygwin solution:

http://www.amiga-ng.org/viewtopic.php?topic=2112&forum=14

Alain Thellier

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Re: BSzili port requests
Not too shy to talk
Not too shy to talk


Hello

I have just discovered the OpenTomb existence and checked this thread about it.
And I just found that answer from BSzili
>Both are replacements for the original Tomb Raider engine, and from what I've seen OpenTomb is the more advanced from the two

Is there a reason why OpenTomb cant be ported ?

Anyway many thanks for all your other ports

Alain Thellier

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Re: Interested in learning OpenGL ES 2 or Warp3D Nova?
Not too shy to talk
Not too shy to talk


@imagodespira
Now it truly begin to looks nice and like a pleasant game
Good works
BTW please add a dragon : I so much love dragons

>Seeems like Warp3D NOVA (1.32) + OpenGLES2.0 (1.10) gives 3-4 times the frame rate compared to Warp3D
I agree from my own tests: when drawing in the better conditions for Warp3D (I mean a simple textured draw with no lighting nor pixels effects) then Nova is already 3.36 times faster
but the Nova superiority vs Warp3D should increase for more complex scene or effects...

Alain Thellier

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Re: Interested in learning OpenGL ES 2 or Warp3D Nova?
Not too shy to talk
Not too shy to talk


@Hans

Ok Thanks for the explanations now I can draw the cow with Nova
But there are still 2 problems

1) How can i draw a flat 2D quad upside the cow like the cosmos textured rectangle in old Cow3D ?

2) How can I disable the perspective ? (as the old Cow3D projection was very simple and was not shrinking among Z )

Again many thanks

Alain Thellier

note: dont know if its a bug but error=context->SetBlendMode(NULL,0,SrcFunc,DstFunc)); allways return 0 whatever are SrcFunc DstFunc



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Re: Interested in learning OpenGL ES 2 or Warp3D Nova?
Not too shy to talk
Not too shy to talk


Hello Hans

Could you say more about

BindVertexAttribArray(W3DN_RenderState *renderState,
uint32 attribNum, W3DN_VertexBuffer *buffer, uint32 arrayIdx);

especially int what case attribNum!=arrayIdx happen ?

attribNum seems to be the order of input variables in the shader :but what happen when vert and frag shader dont have same inputs...

I mean typically vert shader will have a position as input and frag shader will have a color : so how does it reflect in BindVertexAttribArray ?

Globally in Nova the "linking" between the vbo and shaders seems obscure

just noob questions

Also what happen when you have several vbo ? I mean one per object to draw ? arrayIdx still begin with 0 for each object or increase among them?


Last: Is there a simple way to set a default mvpMatrix & normalMatrix with constant values because my code using kmMat4Multiply/etc... seems to be wrong : I mean just to verify if this is this part that is bugged

Thanks

Alain Thellier








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Re: First Warp3D Nova game released
Not too shy to talk
Not too shy to talk


You should better not use (slow) printf
but better write to the screen the current line number
Something like

#define LL printline(__LINE__);

void printline(ULONG line)
{
struct RastPort *rp;
ULONG size;
UBYTE text[40];

rp=get it from your context stored as a global variable...
SetAPen(rp, 1);
Move(rp,10,10);
sprintf(text,"Line:%ld",line);
size=strlen(text);
Text(rp,(void*)text,size);
}

then just put LL everywhere in your code....

Alain Thellier

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Re: Warp3D *SI* game compatibility?
Not too shy to talk
Not too shy to talk


Hello

You can try my Aminet/PatchWarp3D (only) when you encounter old warp3D 68k progs that dont works on OS4

Warp3D v4 (os3/68k) and warp3D v5 (os4/ppc) are not 100% compatible as some old v4 functions may not be implemented in new v5 drivers

Note: There is a similar problem with Morphos/Os4Emu that dont implements (wrap) the new v5 functions but only the old v4 ones so allowing only the old 3D games & demos to run on Morphos

Alain Thellier - Wazp3D

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Re: Interested in learning OpenGL ES 2 or Warp3D Nova?
Not too shy to talk
Not too shy to talk


@zzd10h

>compatible with OpenGL ES OS4 ? For example, this french one ?
I dont think so
As OpenGL ES use array for storing object's geometry you no more use things like this

glBegin(GL_QUADS);

glColor3ub(255,0,0); //face rouge
glVertex3d(1,1,1);
glVertex3d(1,1,-1);
glVertex3d(-1,1,-1);
glVertex3d(-1,1,1);

[..]

glEnd();

But instead describe fully your object in an array like this

float[]={
1.0.0,1.0,1.0,255.0,0.0,0.0,255.0,
1.0,1.0,-1.0,255.0,0.0,0.0,255.0,
-1.0,1.0,-1.0,255.0,0.0,0.0,255.0,
-1.0,1.0,1.0,255.0,0.0,0.0,255.0,
[...]
};


Alain

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Re: undefined reference to __reent_magic
Not too shy to talk
Not too shy to talk


i made a text search for _reent_magic (one underscore at beginning) snside lots of amiga files and it seems used in several binary
Perhaps something like a #include <reent.h> is missing...


Alain

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Re: CompositeTags and simple transparency problem
Not too shy to talk
Not too shy to talk


Hello

Thanks for your help Hans

But it dont seems to works also with this fix...
Are you sure COMPTAG_VertexArray COMPTAG_SrcAlpha COMPFLAG_SrcAlphaOverride can works together ?

I mean perhaps COMPTAG_SrcAlpha COMPFLAG_SrcAlphaOverride only works with rectangular blit ? no ?


Alain

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