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ps47
Skilled

Slovakia
1463 Posts

Posted - 21/01/2004 :  16:30:08  Show Profile  Visit ps47's Homepage  Send ps47 an AOL message  Send ps47 an ICQ Message  Reply with Quote
sorry.of course I have tried the MESA_FX_MAXLOD(set MESA_FX_MAXLOD=9 to be precise,via a batch file)before posting,I always try to look around the forum first,and post stupid questions later
but I think the problem is elsewhere this time,mesafx simply refuses to run(wickedgl works,but of course wont fix the large textures)when running hitman2 in opengl mode on voodoo3(3500tv).it will only give that error message: opengl: selectpixelformat failed. hardware acceleration not found. try changing color depth (my desktop is already set to 16-bit)
hmm..could it be that mesafx is trying to initialize in 32-bit(not possible on a voodoo3 of course)..?

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

Edited by - ps47 on 21/01/2004 16:40:21
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dborca
Average

Romania


425 Posts

Posted - 21/01/2004 :  16:54:02  Show Profile  Visit dborca's Homepage  Send dborca a Yahoo! Message  Reply with Quote
quote:
Originally posted by ps47

sorry.of course I have tried the MESA_FX_MAXLOD(set MESA_FX_MAXLOD=9 to be precise,via a batch file)before posting,I always try to look around the forum first,and post stupid questions later
but I think the problem is elsewhere this time,mesafx simply refuses to run(wickedgl works,but of course wont fix the large textures)when running hitman2 in opengl mode on voodoo3(3500tv).it will only give that error message: opengl: selectpixelformat failed. hardware acceleration not found. try changing color depth (my desktop is already set to 16-bit)
hmm..could it be that mesafx is trying to initialize in 32-bit(not possible on a voodoo3 of course)..?


Yep, might be a problem! Since I barely deal with windoze sh!t, as far as I can remember, the interface advertises 32bit video modes, regardless of underlying video hardware! I think that might be proven with GLViewer!
I might take a look at it, or I just might ask Koolsmoky to take care of it.

Regards,
Daniel Borca

Edited by - dborca on 21/01/2004 16:55:44
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Shogakusha
Novice



36 Posts

Posted - 21/01/2004 :  19:45:05  Show Profile  Visit Shogakusha's Homepage  Reply with Quote
ps47: there's an option there to force 16 bit color mode too, you might try that one as well.

dborca: Yes it does work, so far I have run:
glquake: some textures missing
darkplaces(opengl quake source project): runs beautiful and looks 8 times better than quake ever looked on this card.
quake 2: runs fine and looks better, might be a little bit faster.
quake 3 team arena: runs, slower, better visual quality.
GL Excess: runs, 850 points, w00t! ;)
return to castle wolfenstein: runs, better image quality, I didn't notice a speed hit(strange since it's quake 3 too)
Serious Sam 1: Runs much, much better and looks great too.
serious Sam SE: ditto

ps: dborca, I don't know if this is possible, but you have the env var to force 16 bit color mode, would it be possible to force resolution as well, I think the ability to force some of the lower resolutions like 640x480 and 512x384 would help alot with voodoo 1 compatability.

Comp 1:
- Windows XP Pro
- Athlon 2500XP
- MSI K7N2 Delta motherboard
- 512 meg of 333mhz ram
- Radeon 9700 Pro
Comp 2:
- Windows 98 SE
- Pentium 2 - 333
- 64 meg of pc100 ram
- Cirrus Logic Laguna 5465 vid card
- Monster 3d card
Comp3:
- Windows 98SE
- Duron 800Mhz
- 192Meg of pc100
- Voodoo 3 2000
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georgebou
Novice

14 Posts

Posted - 21/01/2004 :  21:25:16  Show Profile  Visit georgebou's Homepage  Reply with Quote
Hi
Congratulations on your work with MESAFX.
I have a Voodoo3 3000 with Amigamerlin 2.9 and I'd like to report a bug or something like that with Mesa.
Although some applications work fine when i rename the 3dfxogl.dll to opengl32.dll,
when i use all versions of the mesafx 5.1 dlls i get the message:
Can't create a GL Rendering context.


For example you could download this small file
http://visuals.free.vovoid.com/vsx0433r.exe

Keep up good work.
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Ragnarok72
Novice

USA
28 Posts

Posted - 22/01/2004 :  00:43:59  Show Profile  Visit Ragnarok72's Homepage  Reply with Quote
quote:
Originally posted by dborca

Basically, it adds true single-pass trilinear filtering when combine extension is disabled (either non-Napalm hardware or MESA_FX_IGNORE_CMBEXT=y).


Is there a performance hit on the V5 when you set MESA_FX_IGNORE_CMBEXT to 1 (or whatever value is needed to activate single-pass trilinear), and then run a game that doesn't use trilinear? For some reason I'm getting the impression that MESA_FX_IGNORE_CMBEXT essentially disables multitexturing regardless of whether or not the app is calling for Trilinear, resulting in lower performance in games that need multitexturing on?

Basically, what I'm asking is if leaving MESA_FX_IGNORE_CMBEXT active all the time will affect performance in games that don't necessarily need it on?
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samuraiboy
Novice

Philippines


44 Posts

Posted - 22/01/2004 :  02:44:42  Show Profile  Visit samuraiboy's Homepage  Send samuraiboy a Yahoo! Message  Reply with Quote
just asking is the ansi c compiler and the turbo c the same? i wanna hexedit the mesafx... thanks!!!
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dborca
Average

Romania


425 Posts

Posted - 22/01/2004 :  08:35:11  Show Profile  Visit dborca's Homepage  Send dborca a Yahoo! Message  Reply with Quote
quote:
Originally posted by Ragnarok72

Is there a performance hit on the V5 when you set MESA_FX_IGNORE_CMBEXT to 1 (or whatever value is needed to activate single-pass trilinear), and then run a game that doesn't use trilinear? For some reason I'm getting the impression that MESA_FX_IGNORE_CMBEXT essentially disables multitexturing regardless of whether or not the app is calling for Trilinear, resulting in lower performance in games that need multitexturing on?

Basically, what I'm asking is if leaving MESA_FX_IGNORE_CMBEXT active all the time will affect performance in games that don't necessarily need it on?

Some games are stupid enough they think they can't multitex without combine_extension (the best example is SeriousSam2). OTOH, there are loads of games that can do multitex without combine_extension (The best example is Quake3A).
However trilinear is REALLY enabled when not multitexing! And multitexing seems to depend somehow on combine_extension.
Sigh! *blur look*

Regards,
Daniel Borca
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dborca
Average

Romania


425 Posts

Posted - 22/01/2004 :  08:41:39  Show Profile  Visit dborca's Homepage  Send dborca a Yahoo! Message  Reply with Quote
quote:
Originally posted by samuraiboy

just asking is the ansi c compiler and the turbo c the same?


TurboC is a very good compiler. It can handle ANSI, but it can't handle 32bit. If you are/were used with TurboC, you'll love DJGPP!
quote:
i wanna hexedit the mesafx... thanks!!!

Good luck, then! Just make sure you don't post it publicly! Or, if you do, make sure you state that version is modified from the "official" uploads at 3dfxzone or falconfly or my situ!

Regards,
Daniel Borca
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milen
Novice

25 Posts

Posted - 22/01/2004 :  11:07:40  Show Profile  Visit milen's Homepage  Reply with Quote
I think that I found a clue to the voodoo3 problems with mesafx.
Dborca please download this small game:
http://elf-stone.com/getfile.php?title=wall3d
It has 3 executables , one of them is wall3d_nostencil, actualy the only one that works with mesafxg2 on voodoo3. The other crash with message something like: can't create rendering content. This happens to a lot of games and applications on voodoo3.

I tested the same wall3d game with 3dfxogl and all the files work, but only wall3d_nostencil is fast, other two a very slow but work.
Maybe the problem can be solved by disabling hardware stencil for voodoo3, maybe with envvars.

I want to report that software rescaling for large textures works very good and solved one of the glexess glitches in the loading screen
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ps47
Skilled

Slovakia
1463 Posts

Posted - 22/01/2004 :  11:58:53  Show Profile  Visit ps47's Homepage  Send ps47 an AOL message  Send ps47 an ICQ Message  Reply with Quote
I have just tried software rescalling on a voodoo3 with GLQuake,works avesome,fixes all white textures,cool..still no luck with hitman2 though,is there an env var that forces 16-bit for voodoo3?

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

Edited by - ps47 on 22/01/2004 14:18:56
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samuraiboy
Novice

Philippines


44 Posts

Posted - 23/01/2004 :  05:00:56  Show Profile  Visit samuraiboy's Homepage  Send samuraiboy a Yahoo! Message  Reply with Quote
thanks daniel... ill try turboC then... ill make my own version then and will not make a public release... thanks!!!
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samuraiboy
Novice

Philippines


44 Posts

Posted - 23/01/2004 :  05:03:53  Show Profile  Visit samuraiboy's Homepage  Send samuraiboy a Yahoo! Message  Reply with Quote
oh, BTW daniel what is DJGPP stands for? im more familiar with turboC but not ansi c... its my first time to do serious work for graphics esp. GL... thanks!!!
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dborca
Average

Romania


425 Posts

Posted - 23/01/2004 :  09:48:17  Show Profile  Visit dborca's Homepage  Send dborca a Yahoo! Message  Reply with Quote
quote:
Originally posted by samuraiboy

thanks daniel... ill try turboC then... ill make my own version then and will not make a public release... thanks!!!


you can't! turboC is 16bit compiler. OpenGL relies on the fact that GLint is 32bit.

DJGPP is the DOS port of GCC (32bit). Though it can be used under win32. ANSI is a C standard (in fact _THE_ C standard). Almost all compilers I know support ANSI as a base feature set! Usually they implement a bunchful of extensions on top of ANSI, "extending" it. Another standard would be POSIX, which, AFAIK is best supported by *nices and other platforms that support gcc (DOS - DJGPP, Win32 - MinGW).

Anyway, are you or are you not hexediting? It's still foggy for me!

Regards,
Daniel Borca
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samuraiboy
Novice

Philippines


44 Posts

Posted - 23/01/2004 :  17:49:50  Show Profile  Visit samuraiboy's Homepage  Send samuraiboy a Yahoo! Message  Reply with Quote
well im into hexediting but im just a novice... im only familiar with turboC and c++... heard of ANSI C but i only have a lil knowledge of how to use it... but i can learn that compiler... thanks!!!!!!!!!
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Shogakusha
Novice



36 Posts

Posted - 23/01/2004 :  23:22:46  Show Profile  Visit Shogakusha's Homepage  Reply with Quote
samuraiboy, I think his point is you are going to have the source, and you're going to compile it, so why hex edit a binary after the fact when you can just code changes before you compile...

Comp 1:
- Windows XP Pro
- Athlon 2500XP
- MSI K7N2 Delta motherboard
- 512 meg of 333mhz ram
- Radeon 9700 Pro
Comp 2:
- Windows 98 SE
- Pentium 2 - 333
- 64 meg of pc100 ram
- Cirrus Logic Laguna 5465 vid card
- Monster 3d card
Comp3:
- Windows 98SE
- Duron 800Mhz
- 192Meg of pc100
- Voodoo 3 2000
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