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DelPiero
Novice

Spain
2 Posts

Posted - 17/01/2004 :  13:25:24  Show Profile  Visit DelPiero's Homepage  Reply with Quote
quote:
Originally posted by dborca

quote:
Originally posted by DelPiero

I've just discovered MesaFX and I'd like to see what can do with my old system (K7 700 & Voodoo 3) and some games i've been unable to play, but i don't know how it works. Can somebody help me?

Thanks in advance


Usually, you just put it in game dir.




Thanks for the quick answer, I have one more. Does it just work with opengl games or is there any way i can play d3d ones with it?
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dborca
Average

Romania


425 Posts

Posted - 17/01/2004 :  13:39:54  Show Profile  Visit dborca's Homepage  Send dborca a Yahoo! Message  Reply with Quote
quote:
Originally posted by DelPiero

Thanks for the quick answer, I have one more. Does it just work with opengl games or is there any way i can play d3d ones with it?


Nope! Mesa is an OpenGL implementation.

Small note: you could try to put glide3x.dll in game directory, too!

Regards,
Daniel Borca
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ElvIsAlive007
Average

Australia
136 Posts

Posted - 19/01/2004 :  20:40:04  Show Profile  Visit ElvIsAlive007's Homepage  Reply with Quote
yo yo guys testing MesaFx 0.51gSE (Second Release)!! with call of duty

HOW DO YOU change the gramma level its darm to dark

in the game the setting for gramma does not work

help

regards

eLvIsALive

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ps47
Skilled

Slovakia
1463 Posts

Posted - 19/01/2004 :  22:10:09  Show Profile  Visit ps47's Homepage  Send ps47 an AOL message  Send ps47 an ICQ Message  Reply with Quote
quote:

Small note: you could try to put glide3x.dll in game directory, too!


thats the way I use mesafx,with great results!it fixed the 3dfx splash screen in soldier of fortune2 too..

The 3Dfx Helppage and Game Guide / Voodoo3/4/5 enviromental variables
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samuraiboy
Novice

Philippines


44 Posts

Posted - 20/01/2004 :  06:30:21  Show Profile  Visit samuraiboy's Homepage  Send samuraiboy a Yahoo! Message  Reply with Quote
when will be mesafx 0.6 will be out? hmmm... this things so damn good that i dont want tol leave my voodoo5... thanks to the developers... i have the question, why not modify the opengl icd? so we dont need to put the file in the game directory? any news about the amigamerlin drivers for the win9x/me? thanks and more power!!!
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milen
Novice

25 Posts

Posted - 20/01/2004 :  14:01:48  Show Profile  Visit milen's Homepage  Reply with Quote
Dborca what will you say about GL_EXT_stencil_wrap extension , is it possible to implement it, and is it worth the work?
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dborca
Average

Romania


425 Posts

Posted - 20/01/2004 :  14:22:06  Show Profile  Visit dborca's Homepage  Send dborca a Yahoo! Message  Reply with Quote
quote:
Originally posted by milen

Dborca what will you say about GL_EXT_stencil_wrap extension , is it possible to implement it, and is it worth the work?


It's there, enabled only when HW stencil is enabled. That requires 24 bits Z-buffer, which in turn require 32bpp colordepth (24+8 to be more precise).

Regards,
Daniel Borca
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dborca
Average

Romania


425 Posts

Posted - 20/01/2004 :  14:45:04  Show Profile  Visit dborca's Homepage  Send dborca a Yahoo! Message  Reply with Quote
quote:
Originally posted by samuraiboy

when will be mesafx 0.6 will be out? hmmm... this things so damn good that i dont want tol leave my voodoo5... thanks to the developers... i have the question, why not modify the opengl icd? so we dont need to put the file in the game directory? any news about the amigamerlin drivers for the win9x/me? thanks and more power!!!


The 0.60 driver ships already with Mesa 6.0! I decided not to upload it as a public 3dfxzone.it release, because it is slower than 0.51 by ~10%. Tis related to a revamped T&L / VTX engine in Mesa 6.0 (which is not optimized). The bright side is, 0.60 is more stable than 0.51, and fixes many bugs.
I don't know how much it'll take to optimize VTX code, because it is a matter that has to be done in the core, not driver.

Regards,
Daniel Borca
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mei
Novice

18 Posts

Posted - 20/01/2004 :  22:52:56  Show Profile  Visit mei's Homepage  Reply with Quote
Would it be possible :

- to add a fast trilinear mode like what S3 has been doing since the Savage4 : this should really boost performance compared to regular trilinear

- to add "Hidden Surface Removal" support like what 3dfx had in their latest OpenGL driver ?
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mei
Novice

18 Posts

Posted - 20/01/2004 :  23:15:20  Show Profile  Visit mei's Homepage  Reply with Quote
quote:
It's there, enabled only when HW stencil is enabled. That requires 24 bits Z-buffer, which in turn require 32bpp colordepth (24+8 to be more precise)


BTW, which do you think is better : having a 24 bits Z-Buffer and an 8-bit Stencil Buffer or to have a 32 bits Z-Buffer (and 0 bit Stencil) ?

Edited by - mei on 20/01/2004 23:15:37
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Ragnarok72
Novice

USA
28 Posts

Posted - 21/01/2004 :  00:27:22  Show Profile  Visit Ragnarok72's Homepage  Reply with Quote
Hi, I'd just like to thank you guys for releasing MesaFX, and for the frequency of the updates. I see a lot of potential in this development....but I do want to alert you to another game which MesaFX does not seem to be compatible with: HomeWorld2, an OpenGL-only game.

I was wondering if it is possible to implement support for GL_ARB_SHADOW in MesaFX? I have reason to believe that lack of support for that extention is one of the only things preventing HomeWorld2 from running on a V5...

I've come to that conclusion based on the hacking I've done on the game's "driverConfig.lua" file (particualarly the section that deals with TNT cards), which I believe we can also use to get the game to recognize MesaFX as a valid driver that it'll run on. On the other hand, I have no real experience with this programming language (I'm guessing its in C/C++), or any programming languages at all, really, so I'd like someone with a little more programming experience to help me figure this out, since I've mainly been making educated guesses in regards to adding the correct lines of code.

I've attached the zip containing the original driverConfig.lua file, and the semi-hacked version I've come up with to try to add 3dfx/MesaFX support for it. You can open both files up in notepad. Since I'm not sure what 4-digit number will work when it comes to some parts of the file, I've just put 4 x's there to act as a placeholder for those of you who can actually read the thing.

Download Attachment: HW2_potential_3dfx_hack.zip
3.67KB

Edited by - Ragnarok72 on 21/01/2004 00:32:10
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samuraiboy
Novice

Philippines


44 Posts

Posted - 21/01/2004 :  09:18:05  Show Profile  Visit samuraiboy's Homepage  Send samuraiboy a Yahoo! Message  Reply with Quote
thanks daniel!!! are you planning to modify the o.6o? the mesa site states that it is opengl 1.5 compatible, is that true? can you implement that codes to the opengl interceptor? thanks!!!
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samuraiboy
Novice

Philippines


44 Posts

Posted - 21/01/2004 :  09:23:19  Show Profile  Visit samuraiboy's Homepage  Send samuraiboy a Yahoo! Message  Reply with Quote
does the tnt2 and savage4 opengl extensions can be applied to the mesafx? thanks!!! if yes, ill provide the extensions... i also have extension list of the rage pro... thanks!!!
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dborca
Average

Romania


425 Posts

Posted - 21/01/2004 :  09:26:49  Show Profile  Visit dborca's Homepage  Send dborca a Yahoo! Message  Reply with Quote
quote:
Originally posted by mei

Would it be possible :

- to add a fast trilinear mode like what S3 has been doing since the Savage4 : this should really boost performance compared to regular trilinear

What exactly does "fast trilinear" mean, anyway?!? 2TMU Voodoos take no penalty for trilinearness as long as combine_extension is disabled (Napalm) or not present (V2, V3). AND not multitexturing!

quote:

- to add "Hidden Surface Removal" support like what 3dfx had in their latest OpenGL driver ?


Check this out: http://www.3dfxzone.it/enboard/topic.asp?TOPIC_ID=780


As for the 24+8 depth+stencil vs 32 depth:
it is very difficult to set 32bit depth for Voodoos. They were really meant to be 24bit depth! Whether stencil is enabled or disabled... that's another issue! And handling 32bits depth within total rasterization fallbacks become painfully complicated.

Regards,
Daniel Borca
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dborca
Average

Romania


425 Posts

Posted - 21/01/2004 :  09:31:09  Show Profile  Visit dborca's Homepage  Send dborca a Yahoo! Message  Reply with Quote
quote:
Originally posted by samuraiboy

does the tnt2 and savage4 opengl extensions can be applied to the mesafx? thanks!!! if yes, ill provide the extensions... i also have extension list of the rage pro... thanks!!!


It depends on the extension! some may be faked, some may be cheated! Some require total rasterization fallback! Your system will C-R-A-W-L!

Same answer for the 1.5 issue: 1.5 requires loads of extensions that can be done SW only.

@Ragnarok72
I'm not sure we can do GL_ARB_SHADOW! I have to investigate!

Hehehe! I just compiled DOS Quake 1 in GLQuake mode. DOS Glide3x + Mesa kicks azz!

Regards,
Daniel Borca
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