MesaFX

Started by PanoramixDruida, 07 October 2003, 14:09:05

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vykupitel

QuoteOriginally posted by dborcaHum... after everybody running amok about NeverWinterNights not running, I guess it's BloodRayne's turn. [:p]

Anyhow... to answer your question, I passed some bugfixes down to the Mesa-mailing lists, so there might be some possibilities the current CVS already has some fixes! If not, I'll fix the core myself as soon as I set up my devel account. There will be some driver updates, too!

Yes!!! :)

"Hail to the king"
AthlonXP 1.86GHz@2.2GHz (barton), 1024MB PC400 RAM,MSI KT6-Delta LSR,
Voodoo5 6000 rev. 3700 A1 + Voodoo4 4200 AGP(Daytona) and many more...

dborca

#166
QuoteOriginally posted by vykupitel

And for some bug report. I found strange thing. I have experimentally build latest from CVS with VTX-0-2 and with that build i`m able to run bloodrayne in OGL to the game menu. (with some errors of course [:I]) but with 0.51e it crashes after i choose OGL renderer.

I d/loaded BloodChick yesterday. Crashes allright. Yet, I haven't actually tested it with V-branch.

Anyway, my Mesa-dev account is up & running so I started committing things. :D
Regards,
Daniel Borca

dborca

Sorry, I don't have anything new, and many bugs are still lurking around [:(] I'll release 0.51f for one purpose and one only (user-level debug). For full debug versions contact me or Koolsmoky. Anyway, please take a look at:
   http://www.geocities.com/dborca/mesa/mesafxev.txt
for run-time tuning. That might help in troubleshooting. :D
Regards,
Daniel Borca

Rolo01

Performance Report :

MesaFX 0.51e runs just fine with the Daytona AGP.
Neverwinter Nights runs at 800x600 in almost full detail, no problems as well in Quake3.
BTW, the VSA101 is recognized as Voodoo4 ( as seen in DRIVER INFO in Q3 ).
 

Magus

I would also like to request worms3d.

it crashes right after the SEGA logo, but if i run the program in compatibility mode for win98 i get a little further. it then crashes when it tries to load the game (i guess the menu).
 

dborca

QuoteOriginally posted by Rolo01

Performance Report :

MesaFX 0.51e runs just fine with the Daytona AGP.
Neverwinter Nights runs at 800x600 in almost full detail, no problems as well in Quake3.
BTW, the VSA101 is recognized as Voodoo4 ( as seen in DRIVER INFO in Q3 ).
The VSA101 was meant to be a faster+cheaper VSA100. ;) Perhaps the PCI IDs are the same. When Glide detects a Napalm-based board, it tries to count the number of chips. Hence the Voodoo4 confusion, as there was never a SLI Daytona. [:(]

I had to refuse a Daytona a few months ago [:0], so I cannot do Daytona testing.
Regards,
Daniel Borca

dborca

Regards,
Daniel Borca

PHOENIX

Hello Daniel

Well done ! MesaFX 0.51f is faster with Quake 3 : 20 FPS -> 23 FPS on my K6-2 500 & 3Dfx Banshee

I want to report a problem with game BillardGL that crashes with MesaFX ; this game uses GLUT and works with 3Dfx OpenGL ICD, it's available here http://heanet.dl.sourceforge.net/sourceforge/billardgl/BillardGL-1.75-Setup.exe

Regards
 

PHOENIX

Bug report for MesaFX 0.51f

Jedi Knight II : Jedi Outcast
-----------------------------
title screen "Activision", "Lucas Arts" is inverted

graphic bugs (sky), wrong color palette

Regards
 

dborca

Ladies and gents, I give you release G. [8D] G -- from Gutierrez. :D

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

Also, I added support for BIG textures (MESA_FX_MAXLOD)
See http://www.geocities.com/dborca/mesa/mesafxev.txt for details.

Big textures are ugly, because are handled by SW rescaling, in order to minimize impact over Napalm core.

And some other small fixes. Unfortunately, I couldn't fix any more games, as I haven't downloaded any of those troublemakers yet. So I guess old bugs still persist.

Anyhow, I had the fun of my life playing Serious Sam SE on my 12 MB STB Voodoo2. Eheheh! And yes, trilinear filtering is pretty nice. [:p]

I was told Voodoo1 works with MesaFX (batracio), at least at some extent. I suspect Glide3 was never a finished product for Voodoo1, tho... Hence the bugs. Unfortunately, I can't test Voodoo1 hardware.

Still, this is good news to know MesaFX works for all Voodoos. ;)

PS: here's an interesting tip about BIG textures. When bilinear+mipmap (or trilinear) was enabled, some games which made use of gluBuild2dMipmaps worked with previous MesaFX releases, because GLU automatically rescales textures to match biggest LOD.
Regards,
Daniel Borca

Raziel64

#175
G from Gutierrez??? :D :D :D :D :D

OK dude, time to run... I've a big sniper gun now witha big zoom too.. and I'm looking just at the top of the mountain now and there's only one guy...[:0]...
And this guy is ... YOU!... heheheh, time to run!!! :D :D

Seriously, well done dude.. I'll test this release now (honeeeyyy, close the door please.. and leave me alone, bitch!).

Regards.
Raziel64 (aka Leo Gutierrez[:0])
Evolution Drivers Series

Amigamerlin

QuoteOriginally posted by Raziel64

G from Gutierrez??? :D :D :D :D :D

OK dude, time to run... I've a big sniper gun now witha big zoom too.. and I'm looking just at the top of the mountain now and there's only one guy...[:0]...
And this guy is ... YOU!... heheheh, time to run!!! :D :D

Seriously, well done dude.. I'll test this release now (honeeeyyy, close the door please.. and leave me alone, bitch!).

Regards.
Raziel64 (aka Leo Gutierrez[:0])


eheheheheehh :D :D :D :D :D :D :D
Hey Leo if you need help, I'm with you !! :D :D :D
I'll carry with me my special GUN too !! :D :D :D
Amigamerlin
3DFXZONE MODERATOR
Powerd By Voodoo5 6000

Fantasma

Good work guys!!!!!!
AMD 1800+ xp voodoo3 2000 16Mb 320Mb SDRAM Win 98SE

Raziel64

(the mountain ;))
Evolution Drivers Series

dborca

QuoteOriginally posted by Amigamerlin
[breheheheheehh :D :D :D :D :D :D :D
Hey Leo if you need help, I'm with you !! :D :D :D
I'll carry with me my special GUN too !! :D :D :D
Ah-hah! Now allied against me? I think I'll get Koolsmoky with me for a bit of help. :D We're unstoppable. [:0]

Guys, I made a bugfix since yesterday (something in texture memory manager when in UMA mode). RTCW work ok now. ;)
Regards,
Daniel Borca