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3dfx Hardware & Software => Voodoo4/5 Discussions => Topic started by: NitroX infinity on 11 September 2003, 10:33:53

Title: OpenGL problems with AmigaMerlin 3.0 XP Drivers
Post by: NitroX infinity on 11 September 2003, 10:33:53
I just installed the new AmigaMerlin 3.0 XP drivers and immediately found a problem.

(http://members.home.nl/markhuizing/error.jpg)

I get this error whenever I try to run a program called Anim8or (http://www.anim8or.com) and after clicking OK it exits the program. [:(!]

Is there any way to solve this? (without installing other drivers)
Title: OpenGL problems with AmigaMerlin 3.0 XP Drivers
Post by: Glide on 11 September 2003, 12:16:28
Tnx for report...that will be visible to developers.

Please try several setup schemes for 3dfx Tools [OpenGL settings] and see if error remains.

Let me know...

Bye bye

Title: OpenGL problems with AmigaMerlin 3.0 XP Drivers
Post by: NitroX infinity on 11 September 2003, 14:35:31
I tried different settings but without any luck. I still get the same error and can't run the program.
Title: OpenGL problems with AmigaMerlin 3.0 XP Drivers
Post by: dborca on 11 September 2003, 14:37:01
QuoteOriginally posted by Phalanx
I get this error whenever I try to run a program called Anim8or (http://www.anim8or.com) and after clicking OK it exits the program. [:(!]

Is this Anim8r specific? Can you control the colordepth of Anim8r before running it? Anything in the docs (like initial bits per pixel it runs in)?

What about your desktop colordepth? Videocard? Does this Anim8r use stenciling? Destination alpha buffering[?]

Man, I need more feedback. I don't have time to check all software out there...:D

Let me know...;)

Regards,
Borca Daniel
Title: OpenGL problems with AmigaMerlin 3.0 XP Drivers
Post by: NitroX infinity on 11 September 2003, 15:07:19
*Is this Anim8r specific?
I haven't tried any other OpenGL programs yet, cause I don't know any other OpenGL program.

*Can you control the colordepth of Anim8r before running it?
No, Anim8or is just one file, no setup no install or anything else but the program.

*Anything in the docs (like initial bits per pixel it runs in)?
No, but I'll try to see if the author is willing to comment in this topic.

*Does this Anim8r use stenciling? Destination alpha buffering
I have absolutely no idea. Again, I'll try to see if the author is willing to comment in this topic.

My specs:
Videocard: Voodoo 5 5500 AGP 64MB SD-SDRAM@166MHz AGP 2x
Motherboard: Asus P4S533
CPU: Intel Pentium 4 2,26GHz (533MHz FSB)
Resolution: 800x600 32bit (also tried 16bit)
Title: OpenGL problems with AmigaMerlin 3.0 XP Drivers
Post by: Nightbird on 11 September 2003, 15:41:43
seen on the Site :

wglMakeCurrent() Failed
This is caused by a failure in your graphics card's driver software.  When you see this the OpenGL 3D graphics library did not run properly.  There should be an error number beginning with "0x" and for common causes there will be an error name like ERROR_INVALID_PIXEL_FORMAT giving an indication of what failed.  If the error shown is "ERROR_???" appears send me the error number if you like so I can add it to the error message table for future releases.
Normally the only way to fix these errors is to update your graphics card's driver.  Sometimes you can get around the problem be changing the color depth, or "bits per pixel", of your screen, etc.  If you have a VooDoo see the section below


Voodoo Graphic Card Problems
The 3DFX series of Voodoo work with Anim8or if you have one of their good OpenGL drivers.  Many people have reported problems with the new 1.07 DX8 driver and Anim8or.  They have solved this by reverting to previous 1.06 DX7 driver.  I don't know when, or even if, this will be solved given the current state of 3DFX.  If you have a Voodoo, I suggest that you get a copy of both of these drivers and keep them in a safe place.


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Title: OpenGL problems with AmigaMerlin 3.0 XP Drivers
Post by: Glide on 11 September 2003, 15:44:02
QuoteI'll try to see if the author is willing to comment in this topic.

Good idea...

I tried Anim8or under Windows 2K and XP with 5500 and it do not run due to an error while loading.

This software insted goes up well with ATI cards and (16 or 32) color depth.

Just for some ideas...

Bye bye

Title: OpenGL problems with AmigaMerlin 3.0 XP Drivers
Post by: NitroX infinity on 11 September 2003, 15:44:25
Reaction to Nightbird's post:
hmm, must have overlooked that one, sorry.

So the only way to solve this is to revert back to an older driver?
Title: OpenGL problems with AmigaMerlin 3.0 XP Drivers
Post by: Nightbird on 11 September 2003, 16:00:25
i will try that :
if the problem is OpenGl, d/l the 1.06.00 driver (this is a driver for the V3), extract the OpenGL(r) Driver Version 1.0.0.0700 icd, and backup/rename the existing one (e.g. 3dfxogl.bak)
         


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Title: OpenGL problems with AmigaMerlin 3.0 XP Drivers
Post by: Amigamerlin on 11 September 2003, 16:06:35
QuoteOriginally posted by Nightbird

i will try that :
if the problem is OpenGl, d/l the 1.06.00 driver (this is a driver for the V3), extract the OpenGL(r) Driver Version 1.0.0.0700 icd, and backup/rename the existing one (e.g. 3dfxogl.bak)
   
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Good Job Nightbird :D
And with this workaround it correctly works with the lastest glide?
This night I want to take a look at this apps with original opengl 32 of SGI and with mesafx too.

Bye :D

Amigamerlin
3DFXZONE MODERATOR
Powerd By Voodoo5 6000
Title: OpenGL problems with AmigaMerlin 3.0 XP Drivers
Post by: dborca on 11 September 2003, 16:11:52
I just d'loaded Anim8r. But cannot test it on Voodoo right now... [:(]

I'll run some more tests and get back to you, okay?


Regards,
Borca Daniel
Title: OpenGL problems with AmigaMerlin 3.0 XP Drivers
Post by: Nightbird on 11 September 2003, 16:33:36
Daniel and Amigamerlin, i tried on my Win2k machine (an original Sp2 under DirX7) and with a V4 4500 : that works with the opengl 1.0.0.700 !!

would be interesting to try other opengl icd's : .730, .733, .734, .740 and the .761 (for Win9x)

update : tried the 5 versions, failure
but i tried the version .695, works also !

the version .700 is the "limit" for this software

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Title: OpenGL problems with AmigaMerlin 3.0 XP Drivers
Post by: Nightbird on 11 September 2003, 17:08:03
@ Phalanx
d/l the 1.06.00 driver (this is a driver for the V3), extract the OpenGL(r) Driver Version 1.0.0.0700 icd, backup/rename the existing one e.g 3dfxogl.dll.bak

if you are under Win2k, copy the "old" opengl in C:\Windows\WinNT\System32
XP, the same ??

and start Anim8or v. 0.85  ;)



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Title: OpenGL problems with AmigaMerlin 3.0 XP Drivers
Post by: Nightbird on 11 September 2003, 17:15:12
@ Daniel
when you will start this software, go to "about" then "opengl info" , you will see the opengl extensions used :)

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Title: OpenGL problems with AmigaMerlin 3.0 XP Drivers
Post by: Nightbird on 11 September 2003, 18:26:41
i tried also under ME and DirX8.1 (and others drivers of course), this is the same problem
only the versions opengl icd 0.700 or < can run the software



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Title: OpenGL problems with AmigaMerlin 3.0 XP Drivers
Post by: NitroX infinity on 11 September 2003, 18:45:50
Thank you all so much, the program is running again :D
Title: OpenGL problems with AmigaMerlin 3.0 XP Drivers
Post by: Nightbird on 11 September 2003, 18:58:46
thks for the report :)

if you have others problems, come back here ;)

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Title: OpenGL problems with AmigaMerlin 3.0 XP Drivers
Post by: qrazi on 11 September 2003, 20:08:45
you dont need to put the .700 icd in the \system directory... put it in the same dir as the *.exe of anim8tor, and then the 700 icd should be used...
at least this works with games like enemy territory and il2 sturmovik (which i respectively run with glidexp's opengl32.dll and wickedgl's opengl32.dll )

/edit: i tried to use the glidexp opengl32.dll just for the heck of it, and it gave an other error: "The application failed to initialize properly (0xc0000142). Click on OK to terminate the application"

Title: OpenGL problems with AmigaMerlin 3.0 XP Drivers
Post by: Steve on 11 September 2003, 20:14:19
HI, I'm the author of Anim8or so maybe I can answer some of these questions.

*Can you control the colordepth of Anim8r before running it?
Anim8or doesn't try to change the color depth but uses the current
desktop settings.  It does check the color depth and bails out with
an error dialog if you aren't in 16 bpp or higher.

*Anything in the docs (like initial bits per pixel it runs in)?
See above.

*Does this Anim8r use stenciling? Destination alpha buffering?
Anim8or does not use stenciling ot alpha buffering.

Anim8or uses a single window to draw all of it's OpenGL.  However it is a child window, not a top level window.  This causes some driver problems.  I suspect that it is the main problem with the final DX8 release of the VooDoo drivers (the one that 3DFX made just before they vanished) but I'm not absolutely sure about this.  And, no, I'm not going to rewrite Anim8or to change this because it's far too much work.  

Anim8or also changes the viewport and uses the scissor when it draws multiple views.  This can cause some problems as well where only one of the views is shown, particularly in SIS drivers but also in some Intel so-called "Extreme" drivers.

There are other things that Anim8or does that aren't normally done in games, such as drawing with a stipple mask, front buffer rendering, using glBitmaps, drawing in XOR mode, and copying areas of the frame buffer from the back buffer to the front.  I'm slowly revising the code to do less of this over time for certain features as it's practical.

Hope this helps, or at least is interesting.

Steve
Title: OpenGL problems with AmigaMerlin 3.0 XP Drivers
Post by: Glide on 12 September 2003, 01:06:46
:)

Welcome Steve and many, many tnx for your explanatory post.
AM 3.0 driver partially derives from 3dfx releases so it carried out an old bug with your fine software.

Well, with your words and Nightbird brain power (;)) we now know as run Anim8r (http://www.anim8or.com/) on 3dfx platforms.

Just i made sticky this topic one, naturally [^]

Bye bye

Title: OpenGL problems with AmigaMerlin 3.0 XP Drivers
Post by: koolsmoky on 12 September 2003, 08:43:02
What's the required PIXELFORMATDESCRIPTOR for Anim8r?
Title: OpenGL problems with AmigaMerlin 3.0 XP Drivers
Post by: koolsmoky on 12 September 2003, 09:30:30
I did a little digging around and Anim8or is requesting 24bit color and depth. The 3dfx OpenGL ICD 1.0.0.0761 probably doesn't support this format. Is there a option to force Anim8or to run in 32bit color with 24bit depth?
Title: OpenGL problems with AmigaMerlin 3.0 XP Drivers
Post by: NitroX infinity on 12 September 2003, 12:13:41
I found another problem.

In anim8or the screen is divided into 1 view when you start up, the front view. You can change this to other views (side, top, ortho, perspective) or you can divide the screen into 4 views.
Unfortunately, this is a problem with AM3.0xp.
The "4 views mode" is not functioning properly, it only shows 1 view in a smaller size, it does not show the other three views.

Here's an image of the one-view mode: http://members.home.nl/markhuizing/oneview.jpg

Here's an image of the correct 4 view mode: http://members.home.nl/markhuizing/wireframe.gif

Here's an image of how the 4 view mode is with AM3.0XP in combination with the older OpenGL driver:
http://members.home.nl/markhuizing/fourview.jpg
Title: OpenGL problems with AmigaMerlin 3.0 XP Drivers
Post by: koolsmoky on 12 September 2003, 13:49:47
The problem is with the OpenGL driver. The 3dfx OpenGL ICD probably can't handle multiple contexts. The windows display driver and miniport has little to do with it.
Title: OpenGL problems with AmigaMerlin 3.0 XP Drivers
Post by: NitroX infinity on 12 September 2003, 14:13:09
You mean to tell me that the problem now lies with the old OpenGL driver (version 1.0.0.0700). Geez, talk about crappy drivers [:(!]

Darn, now I gotta install different drivers again.
Guys, I really hope you can fix these OpenGL drivers for the next version because this is simply bad work.
Title: OpenGL problems with AmigaMerlin 3.0 XP Drivers
Post by: koolsmoky on 12 September 2003, 14:30:51
Nice response. The AM3.0 includes new windows display, miniport, and Glide drivers. The OpenGL driver is the original driver from 3dfx. I've said the problem is with the OpenGL driver from the very begining of my post. Well I guess it was wrong to provide information.
Title: OpenGL problems with AmigaMerlin 3.0 XP Drivers
Post by: Nightbird on 12 September 2003, 14:34:57
@Koolmosky
hi,
well, if the opengl icd .700 was the solution with "old" versions of Anim8r , can we think that the last version of Anim8r "created" a new problem ?

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Title: OpenGL problems with AmigaMerlin 3.0 XP Drivers
Post by: koolsmoky on 12 September 2003, 15:34:14
Single view works with current Anim8or and 1.0.0.0700. 4 view mode doesn't work. What I'd like to know is if there is an older 3dfx win2k driver set that works with 4 view mode. I've had enough with analyzing OpenGL calls. I feel stupid that I even tried to help.
Title: OpenGL problems with AmigaMerlin 3.0 XP Drivers
Post by: NitroX infinity on 12 September 2003, 15:47:32
Yeah, the original 3dfx Win2k drivers work.

@nightbird:
the word "old" applies to the opengl drivers, not anim8or.
Title: OpenGL problems with AmigaMerlin 3.0 XP Drivers
Post by: koolsmoky on 12 September 2003, 15:59:15
So your using win2k and 4 view mode work fine with the 3dfx 1.04 driver set?
Title: OpenGL problems with AmigaMerlin 3.0 XP Drivers
Post by: Nightbird on 12 September 2003, 16:17:45
@ Phalanx
the latest version of the Anim8or program is the 0.85
so the others versions are old
but Anim8or stays a nice utility
where is the problem ?



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Title: OpenGL problems with AmigaMerlin 3.0 XP Drivers
Post by: Nightbird on 12 September 2003, 16:29:51
@ Koolsmosky
the 1.04.00 drivers for Win2k own the OpenGL(r) Driver Version 1.0.0.0734 ICD, i tried the .0734 and the software doesn't start

@ Phalanx
what do you name "the original 3dfx Win2k drivers" ? the V1.00.00 ? i know 7 3dfx packages for a V4/5 under Win2 ! give a date for the driver (look in the system 32)
do you mix "the original driver" with the 0.700 ?

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Title: OpenGL problems with AmigaMerlin 3.0 XP Drivers
Post by: NitroX infinity on 12 September 2003, 18:22:21
Aargh, /me is getting confused.

Here's the deal:

1. Standard V5 5500 AGP drivers from Windows XP worked perfect.
2. 3DFX WHQL Driver 1.04 also worked perfect
3. AmigaMerlin 3.0xp. OpenGL didn't work; program refused to start.
4. Installing OpenGL version 1.0.0.0700 worked partially; program now starts and works but does not display four views (properly).

The problem is the opengl dll file. For the rest, everything about AM 3.0xp works.
Title: OpenGL problems with AmigaMerlin 3.0 XP Drivers
Post by: Nightbird on 12 September 2003, 18:48:48
thks

about the 3dfx whql 1.04 (under Win2k ??) they work perfectly without changing the opengl icd inside ?
this is important because the opengl icd inside the driver 1.04 is the version 0.734 (> .700)
in theory, the software is not able to start

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Title: OpenGL problems with AmigaMerlin 3.0 XP Drivers
Post by: NitroX infinity on 12 September 2003, 18:54:59
I am pretty sure that Anim8or did work with those WHQL drivers without changing anything about them. I'm eager to test it again myself but my entire system is a complete mess currently, to many files that need to be saved in to many places. So for me testing is out of the question, sorry for that.
Title: OpenGL problems with AmigaMerlin 3.0 XP Drivers
Post by: Steve on 12 September 2003, 19:42:41
koolsmoky, actually Anim8or only uses a single OpenGL context and only uses it in a single window.  There were far too many failures in numerous low-end card's drivers when I was using multiple GL contexts.  To make the 4 views I change the viewport and set the scissor to each quadrant and draw the appropriate view.  When only one view shows up it's because the driver fails to translate the image according to the current viewport correctly.

Question:  What pixel formats does the VooDoo5 export when the screen is in true color mode?  Have you tried running Anim8or in 16 bpp mode when it fails to run higher pixel depths?

Comment:  I don't request a 32 bit pixel format from Anim8or.  I use ChoosePixelFormat to pick the format with the following code.  It should return the closest match:

PIXELFORMATDESCRIPTOR pfd, *ppfd;
int pixelformat;

ppfd = &pfd;

ppfd->nSize = sizeof(PIXELFORMATDESCRIPTOR);
ppfd->nVersion = 1;
ppfd->dwFlags = PFD_DRAW_TO_WINDOW |
               PFD_DOUBLEBUFFER |
               PFD_SUPPORT_OPENGL;
ppfd->iLayerType = PFD_MAIN_PLANE;
ppfd->cAlphaBits = 0;
ppfd->cAuxBuffers = 0;
ppfd->bReserved = 0;

ppfd->iPixelType = PFD_TYPE_RGBA;
ppfd->cColorBits = 24;

ppfd->cDepthBits = 24;
ppfd->cAccumBits = 0;
ppfd->cStencilBits = 0;

if ((pixelformat = ChoosePixelFormat(hdc, ppfd)) == 0) {
   errorNo = GetLastError();
   SYS_FormatError(hWnd, "ChoosePixelFormat() failed", errorNo);
       return -1;
}
Title: OpenGL problems with AmigaMerlin 3.0 XP Drivers
Post by: koolsmoky on 13 September 2003, 08:41:52
Hi Steve,
Thanks for the code snippet. Looking at it I must say the pixel format can't be what's causing the 3dfx 1.0.0.761 ICD to crash. I made a test program with the same format and double-checked. The format works. Could you show me where you call wglMakeCurrent()? I've tried running Anim8or in 16bpp and 32bpp and both are no go with V5. Well now I think looking around pixel formats is not going to help but here are the formats exported. This is with the 3dfx 1.0.0.761 ICD, both 16bpp and 32bpp selects PixelFormat [2] using your pixel format request.

[16bpp on V5 3dfx 1.0.0.761 ICD]
PixelFormat [1]
nSize           = 40
nVersion        = 1
dwFlags         = 52
iPixelType      = 0
cColorBits      = 16
cRedBits        = 5
cRedShift       = 11
cGreenBits      = 6
cGreenShift     = 5
cBlueBits       = 5
cBlueShift      = 0
cAlphaBits      = 0
cAlphaShift     = 0
cAccumBits      = 64
cAccumRedBits   = 16
cAccumGreenBits = 16
cAccumBlueBits  = 16
cAccumAlphaBits = 16
cDepthBits      = 16
cStencilBits    = 8
cAuxBuffers     = 0
iLayerType      = 0
bReserved       = 0
dwLayerMask     = 0
dwVisibleMask   = 0
dwDamageMask    = 0

PixelFormat [2]
nSize           = 40
nVersion        = 1
dwFlags         = 53
iPixelType      = 0
cColorBits      = 16
cRedBits        = 5
cRedShift       = 11
cGreenBits      = 6
cGreenShift     = 5
cBlueBits       = 5
cBlueShift      = 0
cAlphaBits      = 0
cAlphaShift     = 0
cAccumBits      = 64
cAccumRedBits   = 16
cAccumGreenBits = 16
cAccumBlueBits  = 16
cAccumAlphaBits = 16
cDepthBits      = 16
cStencilBits    = 8
cAuxBuffers     = 0
iLayerType      = 0
bReserved       = 0
dwLayerMask     = 0
dwVisibleMask   = 0
dwDamageMask    = 0

PixelFormat [3]
nSize           = 40
nVersion        = 1
dwFlags         = 53
iPixelType      = 0
cColorBits      = 16
cRedBits        = 5
cRedShift       = 11
cGreenBits      = 6
cGreenShift     = 5
cBlueBits       = 5
cBlueShift      = 0
cAlphaBits      = 0
cAlphaShift     = 0
cAccumBits      = 64
cAccumRedBits   = 16
cAccumGreenBits = 16
cAccumBlueBits  = 16
cAccumAlphaBits = 16
cDepthBits      = 16
cStencilBits    = 8
cAuxBuffers     = 0
iLayerType      = 0
bReserved       = 0
dwLayerMask     = 0
dwVisibleMask   = 0
dwDamageMask    = 0

[32bpp V5 3dfx 1.0.0.761 ICD]
PixelFormat [1]
nSize           = 40
nVersion        = 1
dwFlags         = 52
iPixelType      = 0
cColorBits      = 32
cRedBits        = 8
cRedShift       = 16
cGreenBits      = 8
cGreenShift     = 8
cBlueBits       = 8
cBlueShift      = 0
cAlphaBits      = 8
cAlphaShift     = 24
cAccumBits      = 64
cAccumRedBits   = 16
cAccumGreenBits = 16
cAccumBlueBits  = 16
cAccumAlphaBits = 16
cDepthBits      = 24
cStencilBits    = 8
cAuxBuffers     = 0
iLayerType      = 0
bReserved       = 0
dwLayerMask     = 0
dwVisibleMask   = 0
dwDamageMask    = 0

PixelFormat [2]
nSize           = 40
nVersion        = 1
dwFlags         = 53
iPixelType      = 0
cColorBits      = 32
cRedBits        = 8
cRedShift       = 16
cGreenBits      = 8
cGreenShift     = 8
cBlueBits       = 8
cBlueShift      = 0
cAlphaBits      = 8
cAlphaShift     = 24
cAccumBits      = 64
cAccumRedBits   = 16
cAccumGreenBits = 16
cAccumBlueBits  = 16
cAccumAlphaBits = 16
cDepthBits      = 24
cStencilBits    = 8
cAuxBuffers     = 0
iLayerType      = 0
bReserved       = 0
dwLayerMask     = 0
dwVisibleMask   = 0
dwDamageMask    = 0

PixelFormat [3]
nSize           = 40
nVersion        = 1
dwFlags         = 53
iPixelType      = 0
cColorBits      = 32
cRedBits        = 8
cRedShift       = 16
cGreenBits      = 8
cGreenShift     = 8
cBlueBits       = 8
cBlueShift      = 0
cAlphaBits      = 8
cAlphaShift     = 24
cAccumBits      = 64
cAccumRedBits   = 16
cAccumGreenBits = 16
cAccumBlueBits  = 16
cAccumAlphaBits = 16
cDepthBits      = 24
cStencilBits    = 8
cAuxBuffers     = 0
iLayerType      = 0
bReserved       = 0
dwLayerMask     = 0
dwVisibleMask   = 0
dwDamageMask    = 0

Title: OpenGL problems with AmigaMerlin 3.0 XP Drivers
Post by: koolsmoky on 13 September 2003, 09:14:42
I spent some time and did some tests.

> 1. Standard V5 5500 AGP drivers from Windows XP worked perfect.

Winxp standard driver uses the MS GDI OpenGL renderer. You can use the renderer with AM3.0 as well. Just rename 3dfxogl.dll to 3dfxogl.bak in the windows system or system32 directory.

> 2. 3DFX WHQL Driver 1.04 also worked perfect

Nope. It's a no go at least with my win2k test box. It gives the same wglMakeCurrent() failed error.

> 3. AmigaMerlin 3.0xp. OpenGL didn't work; program refused to start.

Same error as the 3dfx 1.04 driver set. Exactly same error code.

> 4. Installing OpenGL version 1.0.0.0700 worked partially; program now starts and works but does not display four views (properly).

Check with win2k + 3dfx 1.04 driver set + 3dfx 1.0.0.700 ICD. 4 view mode doesn't work.

Phalanx, if you find a driver set that works perfect, please share it with us.
Title: OpenGL problems with AmigaMerlin 3.0 XP Drivers
Post by: Nightbird on 13 September 2003, 11:07:44
We can perhaps try the FalconFly's Archive drivers ? the official and some third party drivers ?

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Title: OpenGL problems with AmigaMerlin 3.0 XP Drivers
Post by: NitroX infinity on 13 September 2003, 12:45:11
I'm not sure but I think Í might have had anim8or runnung with the 3DHQ drivers, they're in this list:
http://www.voodoofiles.com/type.asp?cat_id=1&Orders=DESC&Sort=Date&Hide=Y&listall=N
Title: OpenGL problems with AmigaMerlin 3.0 XP Drivers
Post by: koolsmoky on 13 September 2003, 12:50:46
The 3DHQ win2k driver set will not work. The ppl behind the new binaries for 3DHQ and AM3.0 are the same.

EDIT: removed smiles
Title: OpenGL problems with AmigaMerlin 3.0 XP Drivers
Post by: Steve on 15 September 2003, 18:28:31
Thanks for thie info, koolsmoky.  I don't see anything strange in those foramts.  I suspect that it may be due to the fact that Ani8or draws it's OpenGL output to a child window.  Are the formats different for chld windows?  Here's the code I use to created the window classes:

// Create the parent window:

lWidth = CW_USEDEFAULT;
lHeight = 0;
lStyle = WS_OVERLAPPEDWINDOW | WS_CLIPCHILDREN | WS_CLIPSIBLINGS;
hInst = hInstance;
mainWnd = CreateWindow(
          szAppName,
          szAppTitle,
          lStyle,
          CW_USEDEFAULT, 0, lWidth, lHeight,
          NULL,
          NULL,
          hInstance,
          NULL
      );
if (!mainWnd)
   return FALSE;

// Create the OpenGL child window:

glWnd = CreateWindow(
          szAppNameOpenGL,
          NULL,
          WS_CLIPCHILDREN | WS_CLIPSIBLINGS | WS_CHILD,
          100, 50, 100, 75,
          mainWnd,
          NULL,
          hInstance,
          NULL
      );
if (!glWnd)
   return FALSE;

Title: OpenGL problems with AmigaMerlin 3.0 XP Drivers
Post by: dborca on 16 September 2003, 10:16:08
QuoteOriginally posted by Phalanx
I get this error whenever I try to run a program called Anim8or (http://www.anim8or.com) and after clicking OK it exits the program. [:(!]

Is there any way to solve this? (without installing other drivers)

Uhmmm... Anim8r requires 24bpp. We need to trick it...


Regards,
Borca Daniel
Title: OpenGL problems with AmigaMerlin 3.0 XP Drivers
Post by: Steve on 16 September 2003, 22:48:32
dborca, Anim8or does not have to have 24bpp.  When calling ChoosePixelFormat() and asking for 24bpp Windows will return the closest match.  If there are no 24bpp formats but there are 32bpp or 16bpp formats then one of those will be returned.
Title: OpenGL problems with AmigaMerlin 3.0 XP Drivers
Post by: koolsmoky on 21 September 2003, 08:49:45
Hi Steve,
Thanks for the info. I tried running the 3dfx 1.0.0.761 ICD with the code you provided and it seems that the ICD is incapable of rendering to a child window. I've tested with a variety of window class styles but all attepmts failed. How are you registering your window class?
Title: OpenGL problems with AmigaMerlin 3.0 XP Drivers
Post by: dborca on 22 September 2003, 09:42:15
QuoteOriginally posted by Steve

dborca, Anim8or does not have to have 24bpp.  When calling ChoosePixelFormat() and asking for 24bpp Windows will return the closest match.  If there are no 24bpp formats but there are 32bpp or 16bpp formats then one of those will be returned.

Yes, probably, but the Win32 interface is out of my sight :D


Regards,
Borca Daniel
Title: OpenGL problems with AmigaMerlin 3.0 XP Drivers
Post by: bloodworm on 11 October 2003, 00:19:43
Yes,
Title: OpenGL problems with AmigaMerlin 3.0 XP Drivers
Post by: bloodworm on 11 October 2003, 00:24:59
Yes, the 761 ICD will not open up more than one window at a time.  this I have only found out after hundreds of fruitless attempts to get Neverwinter nights (an openGL 1.2 game) to display the title screens AND the game during the same run.  If I run the desktop at a greater resolution (same bit depth) than the game will be eventually running, the game will come up, but the title screens are blacked out.  I believe that this is due to the fact that the 761 ICD will not run more than one window at a time.  can you run Anim8or in a smaller resolution than the desktop is running?
Title: OpenGL problems with AmigaMerlin 3.0 XP Drivers
Post by: qrazi on 11 October 2003, 11:02:48
hmmmmz, so, if you try neverwinter nights with an older ICD, the one which works with anim8or, would it then work?

if not, perhaps the MESA files will solve some problems with neverwinternights

Title: OpenGL problems with AmigaMerlin 3.0 XP Drivers
Post by: koolsmoky on 13 October 2003, 16:09:21
QuoteYes, the 761 ICD will not open up more than one window at a time. this I have only found out after hundreds of fruitless attempts to get Neverwinter nights (an openGL 1.2 game) to display the title screens AND the game during the same run. If I run the desktop at a greater resolution (same bit depth) than the game will be eventually running, the game will come up, but the title screens are blacked out. I believe that this is due to the fact that the 761 ICD will not run more than one window at a time. can you run Anim8or in a smaller resolution than the desktop is running?
The 761 ICD is capable of rendering to more than one window at a time. AFAIK, it just has problems handling child windows. I haven't checked whether the problem stems from the ICD itself or from Glide.

KoolSmoky
Title: OpenGL problems with AmigaMerlin 3.0 XP Drivers
Post by: bloodworm on 13 October 2003, 23:43:08
Hmmmm.  I do get glide errors when running the toolset, but the toolset keeps on a chuggin and doesn't crash to desktop.  just a popup and a click to get through it.