MesaFX

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

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ps47

#540
yes;)

btw,bloodworm is probably right about mohaa demo.it simply doesnt support texture compression..

edit: homeworld2 actually runs on my voodoo3 3500tv (latest mesafx,sw rescalling 11).the game is nowhere near playable (texture problems),but considering the fact that radeon7500 is listed as minimum,it is truly amazing that the game runs[:0]).wow.whats next,doom3 on voodoo1?[:p]

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dborca

#541
Some news at my situ. Heck, I forgot what's new [:p] -- been a while since the last update. IIRC, some fixes, some extensions...

EDIT: doh, stupid mistake wrt vertex_program. Fixed now!
Regards,
Daniel Borca

Nikos_ch

Quake2 and MESAFX

CPU P3 450 Mhz
Graphic Card:Voodoo5 5500 PCI

1. Althought i have my  desktop at 16bit, Quake2
with MESAFX run at 32 bit.

Here my console messages

... using desktop display depth of 16
... calling cds ok
creating DS buffers
... using primary buffer
GL PFD color(32-bits) Z(24-bits)

2. With MESAFX i have not multitexture
... GL_SGIS_MULTITEXTURE not found

3. The framerate with MESAFX is 50 fps (640x480x32)
   with GLIDEXP is 80 fps with multitexture (640x480x32)
   with GLIDEXP is 96 fps without multitexture (640x480x32)

I tried misc envars but no luck.
Any suggestion...
Abit BH6 440BX, INTEL P3 450 oc 558 (4.5x124),192 MB SDRAM PC 133, Voodoo5 5500 PCI Bios 1.16

dborca

I really can't remember the all the details, especially from Win32 interface. After revisiting the code, I saw something like this:
#if 1 || QUAKE2 || GORE
 /* QUAKE2: 24+32 */
 /* GORE  : 24+16 */
 [...]
#endif

Which means Q2 is kinda thick. It might report 16bpp on console, but it still wants 24color+32depth. Issue #3 is now simple. Mesa runs in 32bp, hence the slowness. And there's another thing: on Napalm Mesa tries to use 32bpt textures, even if it runs in 16bpp screen.
Issues #2 is related to the legacy extension names: SGIS_multitexture was dropped in favor of ARB_multitexture. Update Quake2 engine, I know the latest release switched to the new extension name...

Note from Koolsmoky: Mesa creates the context based on what app requests. 3dfx ogl creates the context based on desktop's colordepth.

PS: small update on my situ (texturing). I promise this is the last, until the release...
Regards,
Daniel Borca

Nikos_ch

Thank you dborca for your reply and for your good work.

Last night i tried mesafx 6.1.0.8 with VOODOO1 and work FINE !!!
Here are my results with Quake2 (CPU P3 450 Mhz)

   640x480      512x384
minigl    34.5      50
mesafx   29      32
3dfxICD   34      46

The MESA_FX_MAXLOD doesnt have any effect on voodoo1.

PS.
Latest Quake2 3.20 use SGIS MULTITEXTURE only.
There is a new port that use SGIS and ARB but
the ARB dont work good with MESAFX.
(http://www.apgsoftware.co.uk/quake2plus/index.php)
Abit BH6 440BX, INTEL P3 450 oc 558 (4.5x124),192 MB SDRAM PC 133, Voodoo5 5500 PCI Bios 1.16

dborca

#545
I'm glad it works on Voodoo1. That was my intention, after all.

Now, back to the numbers: this slowdown is somehow... *cough* normal for Mesa, especially in Quake games. 3dfx optimized their drivers like hell for Quake series... and *unfortunately may I add* that's about it.

idSoftware had a very strong opinion about minigl (which used to trade a lot of things for speed):
http://www.cosmo3d.com/site/news/old/old/240599_300599.shtml
QuoteWe will not be supporting any form of OpenGL minidriver...
Those are the words of one & only Brian Hook.
http://www.cosmo3d.com/site/news/old/old/240599_300599.shtml

No sane games use minis, except those games that were designed in 3dfx era, and some other games not requiring too many extensions from the OpenGL driver.

Back on track: thanks for the link. I'll test Quake2Plus. BTW, what hardware are you using? I'm interested in Voodoo hardware only, not your HDD brand (like some people like to brag about in signatures).

PS: I know there's a Quake2 using ARB_multitexture. Might be 3.21 or my memory starts playing funny things on me?
Regards,
Daniel Borca

Nikos_ch

Hi dborca, i am physicist from Crete and i am a voodoo fun:)
These are my machines:

First
MB MSI NEO2LS, chipset 865PE
CPU Intel P4 3 GHz
RAM 1 GB
VGA GeForceFX 5900 SP
OSES Dos,Win98SE,WinXP

Second
MB Abit BH6, chipset 440BX
CPU Intel P3 450 MHz oc 4.5x112=504 MHz or 4.5x124=558 MHz
RAM 192 MB
VGA 1 GeForce2 MX (just for fun)
VGA 2 Voodoo5 5500 PCI Bios 1.16
VGA 3 Voodoo1 (Diamond)
OSES Dos,Win98SE,Win2k

Third
MB Jetway 911AF, chipset 810G
CPU Intel P2 400 MHz
RAM 128 MB
VGA 1 Intel on board
VGA 2 Voodoo2 12 MB or Voodoo2 8 MB (Diamond)
OSES Dos,Win98SE

PS.
The latest win32 and Linux Quake2 is 3.20
Abit BH6 440BX, INTEL P3 450 oc 558 (4.5x124),192 MB SDRAM PC 133, Voodoo5 5500 PCI Bios 1.16

Nikos_ch

I run Quake3 with VOODOO1.
Here are my results (CPU P3 4.5x124=558 MHz)

......... 512x384...... 640x480
MesaFX ....42 ...........30.2
3DFXICD ..43.5 ........30.4

With 3DFXICD i had some texture problems (mirrors,portals)
with MESAFX none problem great quality.
Abit BH6 440BX, INTEL P3 450 oc 558 (4.5x124),192 MB SDRAM PC 133, Voodoo5 5500 PCI Bios 1.16

dborca

#548
New DLL (small update on my situ): fixed a bug in glBitmap.
Regards,
Daniel Borca

agrelaphon

Hi to all
Fired up my voodoo3 yesterday and downloaded mesafx rc(dated 23-7-04) and I get this[B)]


instead of this (with mesafx6.1.8)[8D]


I tested MOHAA and it runs OK. So why is NWN all painted up???

"Love and peace brothers"
 

dborca

my bad. i screwed up the automatic mipmap generation in latest rc. i know that for several days, but been too busy to upload the fix.
Regards,
Daniel Borca

omega_supreme

dborca, i while ago i was testing with Doom 3 alpha. Maybe you can remember. Now that the full game is out I gave it a try but i will not load anymore. The error message is "could not load opengl" I dont think you can do anything with that but does the full version use a newer opengl version than the alpha (that worked good with mesafx)?
Unfortunately theres no demo, but what do you think about it?
 

dborca

i know doom3 retail doesn't work. i do have the error log, and it seems the application gets stuck somewhere in ChoosePixelFormat. which is piece of cake, but i am /really/ busy these days. besides the mesa CVS was down. i'll try to "guess" what is the problem and i'll try to publish a new release or rc (which also fixes the aforementioned automatic mipmap generation).
Regards,
Daniel Borca

dborca

i know doom3 retail doesn't work. i do have the error log, and it seems the application gets stuck somewhere in ChoosePixelFormat. which is piece of cake, but i am /really/ busy these days. besides the mesa CVS was down. i'll try to "guess" what is the problem and i'll try to publish a new release or rc (which also fixes the aforementioned automatic mipmap generation).
Regards,
Daniel Borca

omega_supreme

Your the greatest :D