512 x 512 textures support for Banshee/Voodoo3

Started by PHOENIX, 21 June 2003, 23:32:08

Previous topic - Next topic

PHOENIX

Remember the Creative MiniGL driver ? It featured 512x512 textures support for Creative V2/Banshee. Technically it was 4x256x256 to overcome 256x256 limitation. This feature would be a major improvement for Glide, OpenGL and D3D APIs !

Best regards
 

Nightbird

you can already use the Creative miniGl with all 3Dfx Bansheecards, simply in modifying in the driver the subvendorID's with a HexEditor
______________________________________________

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

Welcome to 3dfxzone.it Community
_____________________________

PHOENIX

Yes, I know, because I was the one who send the "how to" to FalconFly.de. But this feature would be great for the OpenGL ICD.
 

Fantasma

Another clue, the mikepedo´s 1.1 driver used an opengl emulator made by xpentor optimizers that supported 512x512 textures in v3 in opengl and glide, so, why don´t develop it?.
AMD 1800+ xp voodoo3 2000 16Mb 320Mb SDRAM Win 98SE

ps47

#4
can I use the creative minigl with a voodoo3?

PHOENIX

Hello

Yes, I assume you can use Creative MiniGL with your Voodoo3 :D

Here a link http://www.falconfly.de/minigl.htm

You should use WinZip to unzip the files in a directory

Look for Drv3dfx.dll, rename it to opengl32.dll

You need a HEX editor : open the file & search for HEX string 3D0211000074 which means
3D02110000              cmp eax, 00001102
74xx                    je xxxxxxxx

Program checks SubVendorID that should equal 1102 aka Creative

You must simply change the SubVendorID to 121A aka 3DFX !

N.B.
you do not need to search for HEX 3D0211000074, simply for HEX 0211 in this case : no possible mistake with other stuff

Simply replace all occurrences of HEX 0211 with HEX 1A12 and you're done ! [8D]

Here a list
1a12  für 3dfx       SubVendorID 121A  3dfx Voodoo3
4810  für ELSA       SubVendorID 1048  ELSA Victory II
9210  für Diamond    SubVendorID 1092  Diamond Monster Fusion
b010  für Gainward   SubVendorID 10b0  Gainward Dragon 4000
0211  für Creative   SubVendorID 1102  Creative 3D Blaster Banshee
9c13  für Quantum3D  SubVendorID 139c  Quantum3D Raven
af14  für Guillemot  SubVendorID 14af  Guillemot Maxi Gamer Phoenix
5814  für Gigabyte   SubVendorID 1458  Gigabyte GA-630
4310  für ASUS       SubVendorID 1043  ASUS V3200
4628  für STB        SubVendorID 2846  STB LightSpeed 3300

Best regards
 

ps47

#6
I have replaced all 1102 with 121A and all 0211 with 1A12,but it still gives me the same error message as before: cannot run opengl32.dll file.check the file and try to identify the problem.
what could be wrong?

perer

Now let implement this in the fastvoodoo drivers. But there have to be a tweaker then that last you change between normal 256x256 and 512x512.
Start War and peace will be appreciated

ps47

I think the creative minigl driver modded for full v3 compatibility would be enough..or perhaps a v3 version of mesafx.

PHOENIX

Don't worry, try again !

Replace all 6 HEX strings 0211 with 1A12

DEC 121A -> HEX 1A12

Regards
 

dborca

QuoteOriginally posted by PHOENIX

Don't worry, try again !

Didn't worked for me, either! I use it on a V2.

Anyhow, I am thinkin' to do it... two ways:

Primo: software rescaling -- ugly but fast. Also, we can't display all 12 mip levels.

Secundo: by splitting a texture in several subtextures. This complicated T&L. More triangles used to draw the same polygon.
Regards,
Daniel Borca

koolsmoky

Performance-wise, I believe software scaling is the way to go.

As Daniel has pointed out, splitting textures complicates geometry processing; 1) The fill rate will be maxed out because it will require sending more triangles to the card. A simple 512*512 texture with 2 triangles need to be split into four 256*256 textures with 8 triangles. That's at least four times the original data and quadruple as the texture becomes larger. 2) The texture cache will be thrashed because all the split textures need to be downloaded to the tmu all the time. 3) Texture wrapping becomes very complicated.

Unfortunately, scaling/splitting textures inside the Glide driver will not always work since Glide relies on the application for texture management. So the best place to do so would be inside the application. The next best place would be the OpenGL driver.

Nevertheless, it's a great hack to have. No wonder Creative made a big fuss about their MiniGL driver, eh? ;)

KoolSmoky
 

perer

Wel know 512x512 don' t seme so attempting to me accept the opengl drver. Wel i think 512x512 for voodoo's 2. Are something that is never gonna break trough.
Start War and peace will be appreciated

ps47

still no luck with the hex edited creative minigl..I have tried mikepedo 1.1,but the 512*512 textures are still white..guess I will have to wait for the great 3dfxzone voodoo shamans to fix it..

Raziel64

ps47.. e-mail me telling me exactly how model of bashee do you have... I'll send you the file... :)(I've modded creative opengl minigl files for all model of basnhees)[8D]
Evolution Drivers Series