MesaFX

Started by PanoramixDruida, 07 October 2003, 14:09:05

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Amigamerlin

QuoteOriginally posted by dborca

QuoteOriginally posted by Amigamerlin

Hi, is a know bug that I hope should be fixed shortly.
I updated the Mesa CVS with a bugfix (Quake3 seems ok now). Amigamerlin should put the new DLL online ASAP. :D

Thanks Daniel :D,
Today seemes that my mailserver is in maintenance then I'm not able to read any e-mail, at least at the moment.
I'll build and put online the new Dll when arrive to home. :D.

Bye :D
Amigamerlin
3DFXZONE MODERATOR
Powerd By Voodoo5 6000

ps47

I would like to try mesafx with voodoo1(quake3,return to castle wolfenstein,some other q3 based games).any suggestion what should I do?

dborca

QuoteOriginally posted by ps47

I would like to try mesafx with voodoo1(quake3,return to castle wolfenstein,some other q3 based games).any suggestion what should I do?
Yes, get yourself a good Glide3x.DLL for Voodoo1. Everything else should be fine.
I resurrected the Glide3x branch for Voodoo1 at SourceForge.Net, but I haven't tried to compile it with M$VC. And in the meantime, I ran out of spare time. But some people reported success on SeriousSam2 (using Glide3x + Mesa combo).
Regards,
Daniel Borca

milen

The improvments are very good but....
Why 3dfx ogl still is better than mesafx for voodoo3?
It has good WGL support. No pixel format error in every second application. And not last it can run in a window.
That's all that people want. Supported extensions are more than enough.

Dborca I now you don't like windows ****, but maybe koolsmokey can help you with WGL.

 

dborca

QuoteOriginally posted by milen

The improvments are very good but....
Why 3dfx ogl still is better than mesafx for voodoo3?
Performance-wise or compatibility-wise?
QuoteIt has good WGL support. No pixel format error in every second application. And not last it can run in a window.
That's all that people want. Supported extensions are more than enough.

Dborca I now you don't like windows ****, but maybe koolsmokey can help you with WGL.
You got a point there! But... K is (like me) doing this in his spare time. He does know about these issues. I'm sure he'll try to fix them as soon as he can. Apart from that, I dunno...
Regards,
Daniel Borca

Flash

#395
QuoteOriginally posted by dborca

QuoteOriginally posted by milen

The improvments are very good but....
Why 3dfx ogl still is better than mesafx for voodoo3?
Performance-wise or compatibility-wise?
Compatibility. For example: Babylon 5: IFH (this game looks like Homeplanet, AFAIK same engine) works (sometimes slooow but...) with original ICD but simply quits to desktop with MesaFX after loading screen.



BTW whats wrong with V5 SLI and MesaFX - if FSAA set to "Fastest performance" (no FSAA) i can see stripes on the screen (for example in UT2003) but when FSAA is set to 2x, 4x, 8x (v5 6K only) - no stripes, everything is ok.



Can you stop the hurricane ?

dborca

QuoteOriginally posted by Flash

Compatibility. For example: Babylon 5: IFH (this game looks like Homeplanet, AFAIK same engine) works (sometimes slooow but...) with original ICD but simply quits to desktop with MesaFX after loading screen.
Even with the 6.1.0.2? If it is a pixelformat issue, it should generate a MESA.LOG file in the game directory! But then again, might be something else...

QuoteBTW whats wrong with V5 SLI and MesaFX - if FSAA set to "Fastest performance" (no FSAA) i can see stripes on the screen (for example in UT2003) but when FSAA is set to 2x, 4x, 8x (v5 6K only) - no stripes, everything is ok.
Well, I tried to be smart... :D I wanted to enable paletted multitexturing, but it seems it's not working... erm... sometimes. I started UT (the first one - not 2003, not 2004) yesterday, and I saw this bug myself. As a consequence, I commited a bugfix in the CVS. Maybe Amigamerlin will post 6.1.0.3 tomorrow :D I also updated mesa envvars at my situ. The paletted multitex is now enabled only if MESA_FX_POINTCAST is defined (which should not be the case for Voodoo3 or higher).
Regards,
Daniel Borca

milen

#397
3dfxogl is better compitability wise than MesaFx.
Id downloaded 30 freeware and shareware ogl games and demos.
And with 3dfxogl 90% work ok.In 3dfxogl everything that's implemented as extension work without errors. It's true that there aren't many extensions but are ok in most cases.
With MesaFx there only few(3-4) that work at all without pixel format error.

There is a game Wall3D. with 3 executables
wall3d.exe - Works with 3dfxogl, no MesaFX(pixel format error)
wall3d_light.exe - Works with 3dfxogl, no MesaFX(pixel format error)
wall3d_nostencil.exe - Works with 3dfxogl and MesaFX too
- so when stencil is disabled there isn't pixel format error.
 

dborca

QuoteOriginally posted by milen

There is a game Wall3D. with 3 executables
wall3d.exe - Works with 3dfxogl, no MesaFX(pixel format error)
wall3d_light.exe - Works with 3dfxogl, no MesaFX(pixel format error)
wall3d_nostencil.exe - Works with 3dfxogl and MesaFX too
- so when stencil is disabled there isn't pixel format error.
Wrong!
Regards,
Daniel Borca

Flash

QuoteOriginally posted by dborca

QuoteOriginally posted by Flash

Compatibility. For example: Babylon 5: IFH (this game looks like Homeplanet, AFAIK same engine) works (sometimes slooow but...) with original ICD but simply quits to desktop with MesaFX after loading screen.
Even with the 6.1.0.2? If it is a pixelformat issue, it should generate a MESA.LOG file in the game directory! But then again, might be something else...

It's something else - no mesa.log
And i can't find any useful info in game log.
---------------------------------core_log.txt-----------------------------------------

(sound init log skipped)

----------------------------
Getting device context...
----------------------------
Filling pixel format descriptor...
Pixel type: PFD_TYPE_RGBA
Color bits : 16
Depth bits : 32
stencil bits : 0
Layer type: PFD_MAIN_PLANE
Choosing pixel format...
Trying to create and enable the render context...
----------------------------
OpenGL system driver information:
Vendor : Brian Paul
Renderer : Mesa Glide v0.61 Voodoo5 6000 (tm)
Version : 1.2 Mesa 6.1
Hardware acceleration detected!
OpenGL extensions supported by current driver:
GL_ARB_multitexture
GL_ARB_point_parameters
GL_ARB_texture_env_add
GL_ARB_texture_mirrored_repeat
GL_ARB_transpose_matrix
GL_ARB_window_pos
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_blend_func_separate
GL_EXT_blend_subtract
GL_EXT_clip_volume_hint
GL_EXT_compiled_vertex_array
GL_EXT_copy_texture
GL_EXT_draw_range_elements
GL_EXT_packed_pixels
GL_EXT_paletted_texture
GL_EXT_point_parameters
GL_EXT_polygon_offset
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shared_texture_palette
GL_EXT_subtexture
GL_EXT_texture
GL_EXT_texture3D
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_add
GL_EXT_texture_env_combine
GL_EXT_texture_lod_bias
GL_EXT_texture_object
GL_EXT_vertex_array
GL_APPLE_packed_pixels
GL_IBM_rasterpos_clip
GL_IBM_texture_mirrored_repeat
GL_INGR_blend_func_separate
GL_MESA_window_pos
GL_NV_light_max_exponent
GL_NV_texgen_reflection
GL_SGIS_texture_edge_clamp
GL_SGIS_texture_lod
WGL_3DFX_gamma_control
WGL_EXT_swap_control
WGL_EXT_extensions_string
WGL_ARB_extensions_string
----------------------------
Using some OpenGL extensions...
Using OpenGL extension : GL_EXT_compiled_vertex_array
Using OpenGL extension : GL_ARB_multitexture
Max texture units supported : 2
Using OpenGL extension : WGL_3DFX_gamma_control
Using OpenGL extension : GL_EXT_bgra
Using OpenGL extension : WGL_EXT_swap_control
Using OpenGL extension : GL_EXT_paletted_texture
Using OpenGL extension : GL_EXT_texture_env_add
Using OpenGL extension : GL_NV_texgen_reflection
Using OpenGL extension : GL_EXT_clip_volume_hint
Using OpenGL extension : GL_EXT_point_parameters
Using OpenGL extension : GL_ARB_transpose_matrix
Using OpenGL extension : GL_EXT_texture_env_combine
Using OpenGL extension : GL_EXT_blend_subtract
Max texture size supported : 1024
Unable to load texture : d_d1.sla - file not found!
Possible cause : file has 'read-only' attribute
----------------------------
System startup complete!
----------------------------
Loading interface settings... (interface.ini)
Loading interface sounds...
Error: file not found:../DATA/user.cfg
----------------------------
Executing config file:SCRIPTS/run.cfg
----------------------------
Executing config file:campaigns/mainloop.ini
----------------------------
Executing config file:campaigns/intro.ini
Error: file not found:../DATA/../DATA/SCRIPTS/single.ini

----------------------
Loading mission : ifh_demo_intro.MAP
File not found ()
Destroy Narn expedition
Unable to load texture : beam_mid.pcx - file not found!
Possible cause : file has 'read-only' attribute
Loading jumppoint properties (jump.pnt)
Loading AI Personas (Personas.ai)
Loading AI profiles (ai.ai)
Loading background : vathan_4_11
Unable to load texture : flare03.tga - file not found!
Possible cause : file has 'read-only' attribute
Unable to load texture : ifh_logo_in.tga - file not found!
Possible cause : file has 'read-only' attribute
Error! Unknown allegiance type or none defined :
Error! Unknown allegiance type or none defined :
Error! Unknown allegiance type or none defined :
Error! Unknown allegiance type or none defined :
moving 6067600 bytes of geom data to fast memory...
failed to move geom data to fast memory
Adding dialog: ingame_skip.dlg
Aaaaaarrrgggh! Fatal exception in waCoreRun!
Unknown command or variable:recordstop
Stopping all sounds...
Deleting world...
Clearing world...
clearing data in fast memory....
Vertex data disposed....
Clearing bitmaps...
Aaaaaarrrgggh! Fatal exception in wrKillBitmaps!
Unknown command or variable:recordstop
Stopping all sounds...
Deleting world...
Aaaaaarrrgggh! Fatal exception in CWorld::mfKillWorld!
Unknown command or variable:recordstop
Stopping all sounds...
Deleting world...
--------------------------------------------------------
Same with Voodoo 5 5500...


Can you stop the hurricane ?

ps47

QuoteYes, get yourself a good Glide3x.DLL for Voodoo1. Everything else should be fine.
I resurrected the Glide3x branch for Voodoo1 at SourceForge.Net, but I haven't tried to compile it with M$VC. And in the meantime, I ran out of spare time. But some people reported success on SeriousSam2 (using Glide3x + Mesa combo).

can you give me a link where I can get a suitable voodoo1 glide3x.dll?
thanks..

Garth

So what about Homeworld 2 ? :D :D
CF

koolsmoky

We're happy to recieve all the enthusiasm, but we need some extra space here. I'd like to emphasize that there would be no MesaFX if it wasn't for Daniel. He is da man that you don't want to mess with, really.

Windowed rendering under MS windows hasn't been forgotten. Perhaps it's not perfect, but there's basic support for it in MesaFX. If you can give us a hand with it, we'd really appreaciate it.

If you've found a bug, it would help if you could provide error logs with precise descriptions of the bug and give us a download link to a Demo. It's your help that improves MesaFX! :D

One more thing, we like our apples polished. Who doesn't? [:p]

-KoolSmoky
 

Ragnarok72

QuoteOriginally posted by Garth

So what about Homeworld 2 ? :D :D


The title screens, movies and menus work, but the actual 3D engine won't, it'll just dump you back to desktop.

But before that, when you get to the title screen, the game will complain that your hardware doesn't support Cube maps, pixel shaders, and (the biggest slap in the face yet) that 2 textures per pass (the max that Voodoo hardware can do, currently) simply isn't enough to run the engine....that's stupid.
 

ps47

#404
hitman2 still gives this error message:
opengl: selectpixelformat failed. hardware acceleration not found. try changing color depth.
you can get the demo here: http://www.eidos.co.uk/downloads/search.html?gmid=128 ,or here
http://www.3dgamers.com/games/hitman2/ or here
http://www.fileplanet.com/files/110000/118019.shtml
the game works fine with the last opengl icd,but you cant do sw rescalling with the icd (needed badly for voodoo3 and this game)..