MesaFX

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

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bloodworm

yea,
he sent me the files and then I haven't heard from him since too!
Bloody Mess

dborca

Ok, here's the status of some new extensions:

Added:
GL_EXT_multi_draw_arrays
GL_IBM_multimode_draw_arrays

Ready, but will induce a teensy-weensy bit of latency:
GL_EXT_fog_coord

Pending, provided Mesa-proper is bugfree and the FX driver is correctly implemented
GL_SGIS_generate_mipmap
GL_ARB_vertex_buffer_object
GL_ARB_fragment_program
GL_ARB_vertex_program

Other possible extensions:
GL_EXT_cull_vertex
GL_NV_blend_square
GL_EXT_blend_color
GL_NV_texture_rectangle
+ some other 3DFX specifics (tbuffer, multisample - not worth the effort)

Studied and possible, but poorly used:
GL_HP_occlusion_test

Extensions not studied yet:
GL_NV_fence
GL_NV_pixel_data_range
GL_NV_vertex_array_range
GL_NV_vertex_array_range2

Also, Mesa _IS_ following the spec when it does not advertise RGBA_DXT1, because all transparent pixels become black, thus it does not behave the same way as its base format. This behavior is required by OpenGL spec.

Regards,
Daniel Borca

zandro

#422
Farcry actualy makes use of GL_HP_occlusion_test but it is
the only game i know that makes use of this extension.
And by the way would`nt it create major slowdown to
implent GL_ARB_fragment_program and GL_ARB_vertex_program
since the workload would denamd an hefty cpu?

 

dborca

QuoteOriginally posted by zandro

And by the way would`nt it create major slowdown to
implent GL_ARB_fragment_program and GL_ARB_vertex_program
since the workload would denamd an hefty cpu?
No slowdown. The "programs" get translated into regular OpenGL commands internally. That's how MesaSW works. But there is a caveat: a "program" might contain cube_map instructions, for example; or any other things not supported by Voodoos. A misbehaved app will shoot the "program" without looking back and without checking errors. A well-behaved app will use different programs, based on true OpenGL capabilities. But I guess we don't live in a kind world, now do we?
Regards,
Daniel Borca

dborca

Another thing (old news) that I forgot to mention. Try to set MESA_CODEGEN=y environment variable. This envvar is not specific to 3dfx HW; it merely instructs Mesa core to build/use some OpenGL worker functions on-the-fly. It should give a small speed boost, especially in situations where TCL is heavily involved.
Regards,
Daniel Borca

bloodworm

thanks for the update dborca!   I will try the envar tonight.  What would make transparent pixels white??  this is the problem I am seeing with your mesafx and the glide3x 40404 with Neverwinternights that I do not see with the rainbow GxpOGL addon.
Bloody Mess

dborca

Sorry for misunderstanding: in RGBA_DXT1, all transparent pixels become black. It's a limitation, not a feature.

I don't have this problem (white squares) with NWN demo. Nor does Kool. So it's a bit harder to debug. Maybe it's a blending problem, I dunno... Anyway, I fixed the blending modes for Napalm last night (and added GL_NV_blend_square). Perhaps 6.1.0.5, then...

PS: do you use Napalm? If not, set MESA_FX_LOD=9 (you can go all the way up to 11).
Regards,
Daniel Borca

bloodworm

Hmmmmm....  could it be possible that the overlays and the tabs with the whiteout problem that I am seeing might have something to do with the base driver I am running?  I am running the 3DHQ beta 10 driver for win98se on my V5 5500 AGP.  In the demo, the whiteout problem is so minimal that it can be easily overlooked.  I only see it in two places, one on top of the charater sheet when picking characters before the actual game starts and the other is at the top of the journal while in the demo game itself, the area around the "tabs" at the top are white and shouldn't be.  In the real game, the white is MUCH more prevalent and can be seen around all the "windows" with tabs and such that come up.  the white around the "text" running box at the bottom of the screen is most annoying.  I will try the last WHQL beta with the 40404 glide3x and see.
Bloody Mess

ps47

#428
I have another problem:oni wont run with mesafx (on voodoo5/win98se,but I doubt this problem is related to napalm),when I run the game I can see the 3dfx logo,after that the main menu music plays but the screen is grey,and the pc wont respond (but the music still plays) to alt+f4 or ctrl+alt+del,and I must hit the reset button.the demo is available here: http://www.fileplanet.com/files/50000/53461.shtml
wickedgl works,but has graphic bugs.any ideas?

second problem is hitman3 (voodoo5/win98se).the game runs and mesafx fixes the transparency issue (all reflective textures are invisible under d3d),but there is lot of texture flicker,the weather effects must be re-disabled every time only to get ingame,and the game is EXTREMELY crashy.there is also problem with brightness,desktop is overbright when you exit the game.weird thing is that the game is stable as rock on my voodoo3 3500 and doest have problems with weather effects or brightness (however the texture flicker problems are present) running the same version of mesafx..

I'm an annoying bugger.I know[B)]

dborca

Okidok! I'll take a look at oni tonight.

A small piece of advice: next time gimme a "free" link (such as 3dgamers, not BS like FilePlanet).
Regards,
Daniel Borca

ps47

sorry[:I]
here is the 3dgamers link: http://www.3dgamers.com/games/oni/#filelist
you probably have it now,oh well..
btw,where can I get that rainbow GxpOGL addon?I would like to test it a bit..

bloodworm

I will email rainbow and ask if we can post it somewhere......
Bloody Mess

mcmagostini

I'd be glad to test it too.
If you can post it, let us know ;)

3dfxSalutes
Matheus
AmigaMerlin / SFFT / MesaFX
Sempron64 3000+, 512MB DDR400 2,5-3-3-11
Voodoo5 5500 PCI (Rev 3100)
ASUS K8N4-E

dborca

QuoteOriginally posted by ps47

I have another problem:oni wont run with mesafx
It will now.

It was related to linear fogging. This wrinkle is normally taken care of when the game detects "3dfx" substring in GL_RENDERER. Unfortunately, some games impose artificial limits (AFAIK Quake1/2, max texture 256 even on Napalm) when "3dfx" substring is detected. So I made it a run-time choice.

Check my situ for updates, and and don't forget mesafxev.txt
Regards,
Daniel Borca

milen

#434
I noticed the new version 6.1.0.5 on your site.I have some questions.
1. :) what's new in this version?
2. is there some pixel format fixes, so I can plug my voodoo3 again.
3. I looked in the new documentation in the CVS of mesa3d.org. There i noticed some new mesafx env vars. One of them was to convert FXT1 -> NCC compression. Is this avaible in the release or I have to compile myself the source for it to work. And there is FXT -> S3TC also. That mean S3TC->FXT1->NCC :), or not?.