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Re: Warp3D and ARGB textures
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@BSzili

Just tried to catch some output with Snoopy to see what exactly happen when i put the game in fullscreen (or come back in window mode), however i got an immediate input freeze just before i can do that !

Here in details:

1 - Start PrBoom Plus
2 - Press ESC (in order to modify the game options)
3 - Select "Option"
4 - Now select "General " --> Input freeze happen !

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Re: Warp3D and ARGB textures
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@samo79
Unless I can reproduce it, and the bug is in MiniGL, I can't fix that.

This is just like television, only you can see much further.
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Re: Warp3D and ARGB textures
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@BSzili

I think freeze could be caused by the new MiniGL as it isn't reproducible with the original 2.20 ...

Aniway i have found another graphical problem but this time using the original PrBoomGL 2.5.1 (GL mode)

Here the game:

http://os4depot.net/index.php?functio ... ile=game/fps/prboomgl.lha

And here the glitch:

http://s28.postimg.org/aa0u98mwt/prboom.png

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Re: Warp3D and ARGB textures
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@samo79
I can't reproduce it on my machine, there are no crashlogs, so it's impossible for me to fix it even if the problem is in MiniGL.
What glitch should I look for on the screenshot?

This is just like television, only you can see much further.
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Re: Warp3D and ARGB textures
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@BSzili

Before freeze happens tried to catch somethings with Sashimi and i was able to save this

Quote:
Sashimi installed ([Ctrl]+C or "Break 3" to remove)
[libInit] Initializing library base 0x543d8f28, IExec = 0x20b9ce4
[libInit] revision
[Notice ] [ReadConfig] PCIGraphics: PCIGraphics.card 53.9 (20.7.2014)

[Notice ] [ReadConfig] Generating board list
[Notice ] [ReadConfig] Found 1 boards
[Notice ] [ReadConfig] Found Board Radeon 9250 (not yet implemented), 127 MB of memory, 0 MHz memory clock
Vendor: 0x1002, Device: 0x5960
[Notice ] [ReadConfig] Done, 1 supported boards found
[Notice ] [MEM_Init] Created Memory Pool
[Notice ] [Radeon_Init] Initializing
[Notice ] [Radeon_Init] radeonDev = 0x5ff6d320
[libInit] Done
[mgl_Obtain] In mgl_Obtain
[libOpen] In libOpen
[mgl_Obtain] In mgl_Obtain
[mgl_CreateContext] width = -1, height = -1, offx = 0, offy = 0
[mgl_CreateContext] 2 screen buffers
[vid_CreateWarp3DContext] Creating Warp3D context
[vid_CreateWarp3DContext] context->w3dContext = 0x53fc8bc0
[vid_AllocDepthStencil] Allocating an S-Buffer
[mgl_CreateContext] Initializing context
[MGLInitContext] Suppressing frame statistics
Initializing lighting
[mgl_CreateContext] Setting up default parameters
[mgl_CreateContext] Lockmode = MGL_LOCK_SMART
[mgl_CreateContext] Done
[cgl_LockMode] Lockmode set to MGL_LOCK_SMART
[RebindTextures] Warning: rebinding texture that does not exist
[RebindTextures] Warning: rebinding texture that does not exist
[Notice ] [MEM_FreeMem] Freed BitMap at 0x54bd7728
[EnsureConvertBuffer] ConvertBuffer too small (0), reallocating (256)
[EnsureConvertBuffer] ConvertBuffer too small (256), reallocating (4096)
[Notice ] [MEM_FreeMem] Freed BitMap at 0x54bd7728
[Notice ] [MEM_FreeMem] Freed BitMap at 0x5383a288
[Notice ] [MEM_FreeMem] Freed BitMap at 0x5383a328


About PrBoom 2.5.1:

Don't you see ? The monster's feets seems fused with the floor
Same graphical glitch is visible also with the various in-game bonus disseminated in the level


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Re: Warp3D and ARGB textures
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@samo79
Unfortunately there's nothing unusual in the log. About the sprite clipping, here's a lengthy explanation:
https://doom64ex.wordpress.com/2014/12 ... eteran-edition-explained/
TL;DR The sprites are either elevated from their position, or they'll get clipped.

This is just like television, only you can see much further.
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