01 June 2018, 21:28 | #241 | |
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Thing is that the use of altivec could be beneficial on "expensive" effects, like dynamic lights (as the light ball that follow a missile for example) but those are small cases. On other Q3 engines the use of SSE is on more general functions and that could be interesting to tackle in the future if someone mimic those in altivec. Then minigl, c functions like memcpy-memset, etc, etc. |
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15 July 2018, 23:16 | #242 |
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Test,test,test...
Last edited by Cowcat; 25 October 2018 at 21:29. |
16 July 2018, 00:04 | #243 |
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Yes, it works again! Great!
Now fix Ifusion to work too. After testing a bit... GL_Nearest must be the default, GL_Linear does actually smooth some effect like the explosions and blood haze are not blocky any more, walls and floors still seem pretty pixelated. There is a performance decrease but it's only a couple frames and textures on characters are noticeably less blocky. GL_LINEAR_MIPMAP_LINEAR and GL_NEAREST_MIPMAP_NEAREST I guess are the only other two filters available to Warp3d, if you're really really bored could you try to add them? GL_NEAREST_MIPMAP_NEAREST looks about the same as GL_NEAREST, so that's probably not worthwhile. I guess Quake3 normally uses GL_Linear_mipmap_nearest is default on PC, I guess the other option is you could just write new Warp3D drivers for us. Last edited by grelbfarlk; 16 July 2018 at 01:22. |
16 July 2018, 09:07 | #244 |
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Yes, it works again! Great! There will be a r2 version due some problems with demo recording, etc. Some stuff is added like "sys_nostdout" and besides a whole bunch of internal updates, mirror visuals are fixed. Still working with dll creation: Works with 68k version but warpos have problems. Anyway dll's cannot be used for online playing (it switches to bytecode), but for single playing it is considerably faster in 68k. Some of those textures settings are supossedly supported by warp3d but don't remember if old minigl has code for it. |
16 July 2018, 10:49 | #245 |
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Isn't CVar_Validate related to the config file? Seeing it is comparing strings and all?
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16 July 2018, 11:12 | #246 | |
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16 July 2018, 13:18 | #247 | |
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Don't know if this all actually works but I see in MiniGL: Code:
ULONG tex_GLFilter2W3D(GLenum filter) { switch(filter) { case GL_NEAREST: return W3D_NEAREST; case GL_LINEAR: return W3D_LINEAR; case GL_NEAREST_MIPMAP_NEAREST: return W3D_NEAREST_MIP_NEAREST; case GL_LINEAR_MIPMAP_NEAREST: return W3D_LINEAR_MIP_NEAREST; case GL_NEAREST_MIPMAP_LINEAR: return W3D_NEAREST_MIP_LINEAR; case GL_LINEAR_MIPMAP_LINEAR: return W3D_LINEAR_MIP_LINEAR; } return 0; Code:
#define W3D_NEAREST 1 /* no mipmapping, no filtering */ #define W3D_LINEAR 2 /* no mipmapping, bilinear filtering */ #define W3D_NEAREST_MIP_NEAREST 3 /* mipmapping, no filtering */ #define W3D_NEAREST_MIP_LINEAR 4 /* mipmapping, bilinear filtering */ #define W3D_LINEAR_MIP_NEAREST 5 /* filtered mipmapping, no filtering */ #define W3D_LINEAR_MIP_LINEAR 6 /* mipmapping, trilinear filtering */ |
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16 July 2018, 14:06 | #248 |
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Checked today this subject:
Both old & newer hyperion minigl call Code:
W3D_SetFilter(context->w3dContext, tex, minf, magf); |
16 July 2018, 15:44 | #249 |
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17 July 2018, 01:03 | #250 | |
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I don't know what's going on, I started the game with GL_Linear_mipmap_nearest and the settings in the menu were for Bilinear, started a demo and switched to GL_Linear, after the demo was completed it's now set to Trilinear in the menus and it looks pretty good. Floors are reasonably smoothed and characters, weapons don't look blocky, so that's good enough for me! GL_LINEAR_MIPMAP_NEAREST I guess is the default based on what's in Wrangler's cfg, this looks like it sets it to GL_Nearest which is the fastest and worst looking setting. At least when I set it like that it looks like GL_Nearest. So for people who want to test this for themselves, set r_texturemode=GL_LINEAR , you can do this while the game is running, even when in a map. It's a little slower but looks much better, fair tradeoff to me. Last edited by grelbfarlk; 17 July 2018 at 01:37. |
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17 July 2018, 13:56 | #251 |
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Funny is some (old) "trilinear" check is done against Voodoo cards just to make sure never gets enabled. I assume is pretty old stuff done against some ancient window drivers, but I believe non of it gets disabled: The string checkin for gfx cards don't match what minigl gives, so didn't try to update this part of the game.
Still Q3beta5 OK?: Read that problems still remain for some Sonnet user(s). |
17 July 2018, 20:54 | #252 | |
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I have had it throw an exception once when I set some video options and screen was messed up, so I quit and that's the point that it threw the exception. Otherwise I have not played it that much other than to run demos, but that's the only one I've seen. |
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21 July 2018, 19:35 | #253 |
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21 July 2018, 21:58 | #254 |
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22 July 2018, 01:26 | #255 |
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Working ok for me too.
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22 July 2018, 23:11 | #256 |
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23 July 2018, 09:18 | #257 | |
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25 July 2018, 01:37 | #258 |
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The crash on exit after changing video settings and "blindly" exiting is actually a bit of a bear, when this happens it doesn't save the q3config.cfg. I was going to turn on Lightmap, what's the config file setting for that? Does anyone know offhand?
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25 July 2018, 09:25 | #259 | |
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25 July 2018, 18:34 | #260 | |
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In my config, I had few crash in new Q3 (freeze screen and looping samples), in earlier versions, especially without JIT, I hadn't it, was more stabille. Maybe I should something change in my Q3config (I have sound on via 8 bit DMA and dynamic light). Or, I have not enought memory 192 MB in my Sonnet? Last edited by BULI; 25 July 2018 at 19:50. |
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