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Re: Using WarpView with Wazp3D
Not too shy to talk
Not too shy to talk


Hello

I am the Wazp3d author
I tested today WarpView with Wazp3D/Os4/Sam440 and it works
What is the problem ??!? (post a grab)

Of course if you zoom in then you see the pixels as Wazp3D dont have "true bilinear filtering"*
You can set "Perspective:No" in Wazp3D-Prefs when used for 2D programs like WarpView
Can also check "Smooth textures" and (the false) "Filtering"
it will enhance aspect
Also keep in mind Wazp3D is limited to
Maximum screen size 1024x1024, Maximum tex size 2048x2048 (fast=256)

>Nobody said Wazp3D was finished/bug-free
Of course this is why it is still a beta software ;-P
But it is supposed to works mostly

BTW In fact Wazp3D first goal was : allowing a programmer to code/compile and TEST a 3d program inside WinUAE
I never imagined that Wazp3D would be used on real Os4/X1000

Alain Thellier

*true bilinear filtering would be very slow (12 multiplies per pixel) but i understand that it would be usefull for 2D apps like WarpView




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Re: porting of Quakespasm
Not too shy to talk
Not too shy to talk


Hello

MiniGL have a GLActiveTexture() function

BTW i think u should remove all "ARB"
I mean glmyfunctionARB() is a function only available as a GL extension
But minigl got glmyfunction() as a builtin function
(like recent OpenGL versions)

GL_SelectTextureFunc = (PFNGLACTIVETEXTUREARBPROC)glActiveTexture;
GL_MTexCoord2fFunc = (PFNGLMULTITEXCOORD2FARBPROC) glMultiTexCoord2f;

TEXTURE0 = GL_TEXTURE0;
TEXTURE1 = GL_TEXTURE1;


Alain

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Re: porting of Quakespasm
Not too shy to talk
Not too shy to talk


OK i see

Just try with glMultiTexCoord2f (builtin GL function) not glMultiTexCoord2fARB (function available in GL extensions)

remove all ARB in function names that cause problems

or directly use
glMultiTexCoord2f (builtin GL function)
instead of
GL_MTexCoord2fFunc(pointer to GL function)

Alain

BTW Warp3D v5 & MiniGL-os4 got multitexturing so dont disable it too much

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Re: porting of Quakespasm
Not too shy to talk
Not too shy to talk


Hello

I dont know what is/mean GL_MTexCoord2fFunc
but glTexCoord2f() exists in minigl

Certainly there is a problem in the defines/includes...

Alain

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Re: Wipeout2097 progress
Not too shy to talk
Not too shy to talk


@alfkil about ChromaTest


What you did seems to be OK
But perhaps your warp3D driver dont implement ChromaTest at all ?!?
Wazp3D too wasnt implementing ChromaTest so i have added a simple ChromaTest implementation in v51 = if not black then draw
Also as Samo wrote this is not perfect = now on-screen energy-level and texts are well drawn but the ship-shadow is still a black box
For the moment i dont know the cause (Wazp3D or WipeOut ??)

Alain Thellier

Note: You can also do (it will avoid any RGBA/ARGB problem)
W3D_CHROMATEST_INCLUSIVE (=only texels inside the specified range are drawn, others are rejected)
from 1 1 1 1 to 255 255 255 255



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Re: Patch Warp3D Simple Question
Not too shy to talk
Not too shy to talk


>about disassebling of warp3d.library on os4, speedup it the same way as Matthey
I am not so good with assembly so i wont do that, sorry
BTW do you know a good PPC disassembler?

Alain

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Re: Patch Warp3D Simple Question
Not too shy to talk
Not too shy to talk


Hello
>So yes, you have to repatch warp3d everytime you reboot your amiga
I agree
1)Boot your Amiga
2)Start PatchWarp3D once
3)then start all the 3d programs you want
The patch DONT modify the existing Warp3D.library file but only the library "jump table" in RAM so it is not permanent

Also I am not sure that this patch has some REAL utility

Explanations:
Most 3d drivers cant draw textured lines BUT generally 3D progs dont use directly Warp3D but MiniGL or StormMesa

StormMesa (and MinigGL ?) check the 3D driver (with W3D_Query,W3D_QueryDriver) and if the 3D driver cant do something (say textured lines) then it will* do it with software ... so the user wont see the difference

It is more a "Proof Of Concept" than something usefull for final user
But for Warp3D coders it can ensure to have textured lines/points, big points/lines always available for all 3D drivers
The patch works with cow3d-ppc but badly it got this "non draw" bug on several other ppc programs (seems to be Warp3D V5 related)


Alain Thellier

* You can force StormMesa2010 to use hardware with the VERYFAST flag in StormMesa-Prefs



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Re: WarpOS anyone??
Not too shy to talk
Not too shy to talk


Hello
"AlphaBlending bug in Warp3D"
That is not an AlphaBlending problem but a ChromaTest one

In fact WipeOut 2097 use W3D_SetChromaTestBounds() but it use it on ALL textures
... even on non transparents ones (...stupid)
Also i am not sure if wipeout enable chromatesting ?!!? should do SetState(context,W3D_CHROMATEST,W3D_ENABLE);

Also it call W3D_SetChromaTestBounds() with false parameters
W3D_CHROMATEST_EXCLUSIVE (=only texels outside the specified range are drawn, others are rejected)
from 0 0 0 0 to 255 0 0 0

Does that really works on some real Warp3D ????

In fact the error is here:
In RGBA format solid-black is 0 0 0 255 not 255 0 0 0
(argb format)
So wipeout was meaning "exclude pixels from transparent black to solid black" ==> do transparency where tex is black

BTW: as said Samo79 certainly next Wazp3D will fix that a
way or another...

Alain Thellier



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Re: Thin emulation?
Not too shy to talk
Not too shy to talk


Hello
@Samurai Crow
Could you explain what kind of algorithm you want to use to do the c2p ?
Cause I cant imagine how a shader can do that???

I just imagined an example with 4 bitplanes a b c d
So each biptlanes is readed 32 bits at once
(Exactly like an RGBA texture)

so we have
aR8 aG8 aB8 aA8
bR8 bG8 bB8 bA8
cR8 cG8 cB8 cA8
dR8 dG8 dB8 dA8

The first 8 pixels to obtain are all in aR8 bR8 cR8 dR8

First pixel will be easy:
aR8/128*8 + bR8/128*4 + cR8/128*2 + dR8/128*1
(it can be done by multiplying input with a constant factor 1/128 then multiplying with a constant color 8 4 2 1)
but how to do the next 7 pixels ???

Alain Thellier




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Re: Qt Native News
Not too shy to talk
Not too shy to talk


>With wazp3D it works. It's a lot buggy but the program opens at least

Hello I am the Wazp3D author

I have installed QT (it was a pain as it needed libintl.so libssl.so libiconv.so)

I tested textedit too

My diagnostic is that the frame is not cleared after all has been drawn with Wazp3D
So it happen 2 corruptions:
1) When the text is moved or redrawn elsewhere --> there are still the old text behind
2) As the blending function (transparency) is W3D_ONE,W3D_ONE_MINUS_SRC_ALPHA then then redrawing several time (without clearing) the same things (like textedit icons) lead to white saturation

Seems that QT never call Warp3D to clean the screen (ie it never call W3D_ClearDrawRegion() or W3D_ClearBuffers() )
But perhaps it clean the screen with graphics.library (allowed too) but then Wazp3D should works nicely as it works for other progs that clean the screen with graphics.library

Very curious ??!??!!!
Perhaps the bug is in minigl but I searched a few inside the minigl sources but all seems ok in minigl

Alain

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