MesaFX

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

Previous topic - Next topic

milen

Dborca is it possible to make option for forcing specific pixel format no matter what application wants.
 

ggab

QuoteOriginally posted by milen

Dborca is it possible to make option for forcing specific pixel format no matter what application wants.

Mesafxev.txt in 6.1.08...maybe this environment variables can help....


MESA_FX_IGNORE_PIXEXT
OS: all
HW: Napalm
Desc: force 565 16bpp mode (traditional Voodoo, no 32/15bpp)
MESA_FX_IGNORE_TEXFMT
OS: all
HW: Napalm
Desc: disable 32bit textures
MESA_FX_IGNORE_CMBEXT
OS: all
HW: Napalm
Desc: disable Napalm combiners (color/alpha/texture)
Note: this option allows dual-TMU cards perform single-pass
     trilinear, but some advanced (multi)texturing modes
     won't work (GL_EXT_texture_env_combine)
 

dborca

@milen
Right now, it should work that way (forcing to whatever the underlying hw can handle).

I fixed the Doom3 startup error. It used to fail because Doom3 requested STEREO visual! Doh...
Anyways, the DLL was online since yesterday, but noone cared enough to take a look at my situ. Hehe.

BUT, Doom3 seemed to be more picky than I thought:
Quote
---- R_InitOpenGL -----
Initializing OpenGL subsystem
...registered window class
...registered fake window class
...initializing QGL
...calling LoadLibrary( 'opengl32' ): succeeded
...calling CDS: ok
...created window @ 0,0 (640x480)
Initializing OpenGL driver
...getting DC: succeeded
...attempting to use stereo
...PIXELFORMAT 6 selected
...creating GL context: succeeded
...making context current: succeeded

------- Input Initialization -------
Initializing DirectInput...
mouse: DirectInput initialized.
keyboard: DirectInput initialized.
------------------------------------
sound: STEREO
...using GL_ARB_multitexture
X..GL_ARB_texture_env_combine not found
X..GL_ARB_texture_cube_map not found
X..GL_ARB_texture_env_dot3 not found
...using GL_ARB_texture_env_add
X..GL_ARB_texture_non_power_of_two not found
...using GL_ARB_texture_compression
X..GL_EXT_texture_filter_anisotropic not found
...using GL_EXT_texture_lod
...using GL_1.4_texture_lod_bias
...using GL_EXT_shared_texture_palette
...using GL_EXT_texture3D
...using GL_EXT_stencil_wrap
X..GL_NV_register_combiners not found
X..GL_EXT_stencil_two_side not found
X..GL_ATI_separate_stencil not found
X..GL_ATI_fragment_shader not found
...using GL_ARB_vertex_buffer_object
...using GL_ARB_vertex_program
X..GL_ARB_fragment_program not found
********************
ERROR: The current video card / driver combination does not support the necessary features
********************

These are really bad...
X..GL_ARB_texture_cube_map not found
X..GL_ARB_texture_env_dot3 not found
X..GL_ARB_fragment_program not found

I'm trying to tweak values a bit, but don't expect too much! I'm working blindly and receiving error logs from a friend.
Regards,
Daniel Borca

omega_supreme

Quote
I fixed the Doom3 startup error. It used to fail because Doom3 requested STEREO visual! Doh...
Anyways, the DLL was online since yesterday, but noone cared enough to take a look at my situ. Hehe.

Strange a cannot find the new dll on your page [xx(]
Where is it located i would like to try it out.

or is this the one Im lookin for [?]

MesaFX 6.1.0.9 win32 DLL (release candidate 10)
 

Nightbird

Quoteor is this the one Im lookin for
MesaFX 6.1.0.9 win32 DLL (release candidate 10)
The RC 10 is from the 23 jul 2004.
But the file online is really the "last" version (12 aug. 2004).
______________________________________________

In-ter-ac-tive :
The way video games were always meant to be played
______________________________________________

Welcome to 3dfxzone.it Community
_____________________________

Voodoo5

#560
Doom 3 will not start for me using the latest Mesa .dll, I have posted the error log below in case it can help in some way:

1835 MHz AMD CPU with MMX & 3DNow! & SSE
512 MB System Memory
64 MB Video Memory
Winsock Initialized
Hostname: voodoo
IP:
doom using MMX & SSE for SIMD processing
enabled Flush-To-Zero mode
------ Initializing File System ------
Current search path:
D:\Program Files\Doom 3/base
D:\Program Files\Doom 3\base\pak004.pk4 (5137 files)
D:\Program Files\Doom 3\base\pak003.pk4 (4676 files)
D:\Program Files\Doom 3\base\pak002.pk4 (6120 files)
D:\Program Files\Doom 3\base\pak001.pk4 (8972 files)
D:\Program Files\Doom 3\base\pak000.pk4 (2698 files)
D:\Program Files\Doom 3\base\game00.pk4 (2 files)
game DLL: 0x0 in pak: 0x0
file system initialized.
--------------------------------------
----- Initializing Decls -----
------------------------------
------- Initializing renderSystem --------
using ARB renderSystem
renderSystem initialized.
--------------------------------------
4966 strings read from strings/english.lang
Couldn't open journal files
execing editor.cfg
execing default.cfg
couldn't exec DoomConfig.cfg
couldn't exec autoexec.cfg
4966 strings read from strings/english.lang
----- Initializing Sound System ------
sound system initialized.
--------------------------------------
----- R_InitOpenGL -----
Initializing OpenGL subsystem
...registered window class
...registered fake window class
...initializing QGL
...calling LoadLibrary( 'opengl32' ): succeeded
...calling CDS: ok
...created window @ 0,0 (640x480)
Initializing OpenGL driver
...getting DC: succeeded
...attempting to use stereo
...PIXELFORMAT 6 selected
...creating GL context: succeeded
...making context current: succeeded

------- Input Initialization -------
Initializing DirectInput...
mouse: DirectInput initialized.
keyboard: DirectInput initialized.
------------------------------------
sound: STEREO
...using GL_ARB_multitexture
X..GL_ARB_texture_env_combine not found
X..GL_ARB_texture_cube_map not found
X..GL_ARB_texture_env_dot3 not found
...using GL_ARB_texture_env_add
X..GL_ARB_texture_non_power_of_two not found
...using GL_ARB_texture_compression
X..GL_EXT_texture_filter_anisotropic not found
...using GL_EXT_texture_lod
...using GL_1.4_texture_lod_bias
...using GL_EXT_shared_texture_palette
...using GL_EXT_texture3D
...using GL_EXT_stencil_wrap
X..GL_NV_register_combiners not found
X..GL_EXT_stencil_two_side not found
X..GL_ATI_separate_stencil not found
X..GL_ATI_fragment_shader not found
...using GL_ARB_vertex_buffer_object
...using GL_ARB_vertex_program
X..GL_ARB_fragment_program not found
********************
ERROR: The current video card / driver combination does not support the necessary features
********************
Error during initialization
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): success
...deleting GL context: success
...releasing DC: success
...destroying window
...resetting display
...shutting down QGL
...unloading OpenGL DLL
 

mcmagostini

Got issues playing Serious Sam First Encounter with MesaFX.

* Playing with Rainbow's OGL addon i get some issues on the texture
edges and i can see light sources through walls, beside that the
flare effect doesn't work as it should. It doesn't show evrytime
i'm looking at the sun for example, only at some angles.
But the game map show correctly.

* Playing with MesaFX (tried various versions) i get all the above
issues solved, but the game map gets corrupted. I also noticed a
performance drop with MesaFX compared to Rainbow's OGL addon

In time: Everytime i start the game either in Mesafx or in Rainbow's
OGL, I can't leave the game and enter it again in the other OGL mode.
I always have to restar my PC to be able to play on each mode.
This doesn't happen if I try on Quake3, which used to let me play
whatever mode without a reboot, just a dll ranaming.

Here are the screenshots showing the game map:

MesaFX:

67.4 KB

Rainbow's:

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

ps47

#562
finally I have found out what was causing all the trouble with hitman2,hitman contracts and freedom fighters when running on a voodoo3 with mesafx.seems like the hitman engine thinks (when running with mesafx) that the voodoo3 IS DXT capable (and voodoo3 cant do DXT,right?),the engine automatically enables DXT compression and boom the game goes down with graphic errors and crashes.

so,if you want to run those games on a voodoo3,make sure you have following line in the *.ini file before starting the game with mesafx:
DisableDXT 1
all games should run ok,all you have to enable is sw rescaling,no need to mess with texusUMA;)

dborca

indeed. applications tend to erroneously think that dxtc/s3tc is automatically available when GL_ARB_texture_compression is advertised; but in fact it just means it exposes the code entrypoints and might (or might not) have proprietary texture compression algorithms. hmmm... i think i'll remove GL_ARB_texture_compression from non-VSA cards.

ps: another thing... doom3 really needs GL_ARB_texture_cube_map and GL_ARB_texture_env_dot3. trying to emulate them in SW yields < 1FPS. it's a no-no. you're better off with a pure SW OpenGL implementation.
Regards,
Daniel Borca

vykupitel

Oh, I'm so happy. With latest MESAfx i'm able to play RTCW:ET without glitches and program crashes.

Really good work Daniel.
AthlonXP 1.86GHz@2.2GHz (barton), 1024MB PC400 RAM,MSI KT6-Delta LSR,
Voodoo5 6000 rev. 3700 A1 + Voodoo4 4200 AGP(Daytona) and many more...

ps47

#565
QuoteOriginally posted by dborca

indeed. applications tend to erroneously think that dxtc/s3tc is automatically available when GL_ARB_texture_compression is advertised; but in fact it just means it exposes the code entrypoints and might (or might not) have proprietary texture compression algorithms. hmmm... i think i'll remove GL_ARB_texture_compression from non-VSA cards.

good idea;)

too bad about doom3..how about null rendering for the cube maps and dot3?just asking..

bloodworm

Is there a way to add a cool check box setup proggy to add null rendering for anything that won't work via software?  that would help us debug a little wouldn't it?
Bloody Mess

r21vo

QuoteOriginally posted by bloodworm

Is there a way to add a cool check box setup proggy to add null rendering for anything that won't work via software?  that would help us debug a little wouldn't it?
great idea! only I don't know if it's possible..

3dfx tricks, tests and wallpapers

3dfx.rule.lv

Raziel64

Interesting... but put in Null everything that can be implemented in hw mode is not a good way to fix this kind of things...
Don't forget the results... if we're talking about an almost unused extension maybe is applicable but, what about strongly used extensions?
Evolution Drivers Series

dborca

#569
okidok, 6.1.0.9 is out. check my situ.
there are two variations that can run doom3. it looks like sh!t, but it looks. partly because inner bugs of mesa, partly because of the lack of true cubemaps. if your pet dies watching mesafx+doom3, do not blame me.  i ran doom3 with everything set to defaults (including hw settings, mesafx settings and doom3 settings). the only thing that i set was MESA_CODEGEN=y. feel free to tweak and post some screenies, i am too lazy...

ps: mesafx_d3 is pretty much a "branch" and is not part of the mesa evloution.

pps: i can't fix ssam:fe, cos i can't see that map in the demo ver.
Regards,
Daniel Borca