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dborca
Average

Romania


425 Posts

Posted - 08/07/2004 :  10:08:26  Show Profile  Visit dborca's Homepage  Send dborca a Yahoo! Message  Reply with Quote
It's not impossible to have the word in my vocab; I'd rather say I don't know its meaning (or I got it all wrong ).

Anyways, I haven't been able to look into the MOHAA problem, but maybe it's the game stupid. For example, earlier versions of Quake3 had the same bug: they couldn't handle Mesa's huge extension list. Just a thought...

BTW, have you tried rc6? Is online for quite a while now. I am still deferring 6.1.0.9, because I want to add another extension.

Regards,
Daniel Borca
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ps47
Skilled

Slovakia
1463 Posts

Posted - 08/07/2004 :  13:37:00  Show Profile  Visit ps47's Homepage  Send ps47 an AOL message  Send ps47 an ICQ Message  Reply with Quote
yeah,mohaa is probably one of those misbehaved apps..Ill try the latest rc6

btw,dropped some homeworld2 screens,here.not perfect,but they kick a$$ anyway

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

Romania


425 Posts

Posted - 08/07/2004 :  16:33:07  Show Profile  Visit dborca's Homepage  Send dborca a Yahoo! Message  Reply with Quote
Ok, I've seen them.

I'm not sure what causes that glitch present in sshot#2 & sshot#3. Might be a bug in Mesa.

I've also seen the transparency bug in sshot#4. Might be the game still tries to issue some unsupported commands (see my previous post about UT2k4).

The green engines present in the last sshot are really tricky. They are present in the scene from the previous sshot, if you look at Hiigara from the right angle. Then if you hover the mouse to the middle of the ship, the engines turn miraculously into the right color/texturing. Hmmm...

PS: about the MOHAA problem... I can't fix it. You don't want me to zap the extensions, now do you?

Regards,
Daniel Borca
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ps47
Skilled

Slovakia
1463 Posts

Posted - 09/07/2004 :  13:56:57  Show Profile  Visit ps47's Homepage  Send ps47 an AOL message  Send ps47 an ICQ Message  Reply with Quote
just forget about mohaa demo.(btw,I have checked the complete console text and I have found out that for some reason the game executes a command to ignore the texture compression extensions,"ignoring texture_compression_s3 blahblah" it might be a bug in the demo.I'll borrow the full game and see if the problem persists.)

quote:
Originally posted by dborca

Then if you hover the mouse to the middle of the ship, the engines turn miraculously into the right color/texturing. Hmmm...

lol,wanted to inform you about that right now.guess you have noted it already.

btw,what glitches are present in the sshot#2 & sshot#3?I dont see any..

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

Romania


425 Posts

Posted - 09/07/2004 :  15:48:05  Show Profile  Visit dborca's Homepage  Send dborca a Yahoo! Message  Reply with Quote
quote:
Originally posted by ps47

btw,what glitches are present in the sshot#2 & sshot#3?I dont see any..

http://www.3dfxzone.it/enboard/topic.asp?TOPIC_ID=1221

PS: the arrow exhibits some sort of lighting.

Regards,
Daniel Borca
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bloodworm
Average

USA


278 Posts

Posted - 09/07/2004 :  22:22:02  Show Profile  Visit bloodworm's Homepage  Reply with Quote
I am pretty sure the MOHAA demo doesn't include the compressed textures since there are probably over a couple hundred megs in compressed textures alone, and some cards don't use compressed textures anyways, so why include them in a demo that you would most likely be downloading? I have seen this no compressed textures thing in several other downloadable demos as well.

Bloody Mess
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dborca
Average

Romania


425 Posts

Posted - 13/07/2004 :  11:04:48  Show Profile  Visit dborca's Homepage  Send dborca a Yahoo! Message  Reply with Quote
quote:
Originally posted by ps47

btw,what glitches are present in the sshot#2 & sshot#3?I dont see any..

So, you're saying the bad texture is the Homeworld2 logo?

Regards,
Daniel Borca
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ps47
Skilled

Slovakia
1463 Posts

Posted - 13/07/2004 :  12:31:24  Show Profile  Visit ps47's Homepage  Send ps47 an AOL message  Send ps47 an ICQ Message  Reply with Quote
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).wow.whats next,doom3 on voodoo1?

Image Insert:

74.95 KB

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

Edited by - ps47 on 13/07/2004 18:25:36
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dborca
Average

Romania


425 Posts

Posted - 16/07/2004 :  09:47:24  Show Profile  Visit dborca's Homepage  Send dborca a Yahoo! Message  Reply with Quote
Some news at my situ. Heck, I forgot what's new -- been a while since the last update. IIRC, some fixes, some extensions...

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

Regards,
Daniel Borca

Edited by - dborca on 19/07/2004 09:28:20
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Nikos_ch
Novice

Greece
9 Posts

Posted - 19/07/2004 :  21:50:59  Show Profile  Visit Nikos_ch's Homepage  Reply with Quote
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
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dborca
Average

Romania


425 Posts

Posted - 20/07/2004 :  10:47:42  Show Profile  Visit dborca's Homepage  Send dborca a Yahoo! Message  Reply with Quote
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
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Nikos_ch
Novice

Greece
9 Posts

Posted - 20/07/2004 :  16:22:34  Show Profile  Visit Nikos_ch's Homepage  Reply with Quote
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)
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dborca
Average

Romania


425 Posts

Posted - 20/07/2004 :  16:59:37  Show Profile  Visit dborca's Homepage  Send dborca a Yahoo! Message  Reply with Quote
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
quote:
We 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

Edited by - dborca on 20/07/2004 17:03:05
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Nikos_ch
Novice

Greece
9 Posts

Posted - 20/07/2004 :  18:11:13  Show Profile  Visit Nikos_ch's Homepage  Reply with Quote
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
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Nikos_ch
Novice

Greece
9 Posts

Posted - 20/07/2004 :  23:26:41  Show Profile  Visit Nikos_ch's Homepage  Reply with Quote
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.
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