18 January 2015, 23:02 | #61 | |
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Quote:
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21 January 2015, 12:28 | #62 |
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Small clip of the project. Could be cool if other clips from other systems configurations could be "youtubed".
[ Show youtube player ] |
24 August 2015, 14:59 | #63 |
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Hi ! Been a while.
Some little fog code taken from different sources. On gl_rmain.c Some cvars at the beginning: Code:
cvar_t *gl_fog; cvar_t *gl_fogred; cvar_t *gl_foggreen; cvar_t *gl_fogblue; cvar_t *gl_fogstart; cvar_t *gl_fogend; cvar_t *gl_fogdensity; qboolean fog = false; Some var at beginning. vec3_t fogcolors; then just before R_DrawWorld() call Code:
if (gl_fog->value) { glFogi(GL_FOG_MODE, GL_LINEAR); fogcolors[0] = gl_fogred->value; fogcolors[1] = gl_foggreen->value; fogcolors[2] = gl_fogblue->value; glFogfv (GL_FOG_COLOR, fogcolors); glFogf (GL_FOG_START, gl_fogstart->value); glFogf (GL_FOG_END, gl_fogend->value); glFogf (GL_FOG_DENSITY, gl_fogdensity->value); qglEnable(GL_FOG); fog = true; } else if (fog) { qglDisable(GL_FOG); fog = false; } Code:
gl_fog = ri.Cvar_Get( "gl_fog","0",0); gl_fogstart = ri.Cvar_Get( "gl_fogstart","50.0",0); gl_fogend = ri.Cvar_Get( "gl_fogend","800.0",0); gl_fogdensity = ri.Cvar_Get( "gl_fogdensity","0.8",0); gl_fogred = ri.Cvar_Get( "gl_fogred","0.6",0); gl_foggreen = ri.Cvar_Get( "gl_foggreen","0.5",0); gl_fogblue = ri.Cvar_Get( "gl_fogblue","0.4",0); Code:
if(fog) qglDisable(GL_FOG); qglDepthMask (GL_FALSE); ...... qglDepthMask (GL_TRUE); if(fog) qglEnable(GL_FOG); That looks good with gl_flashblend 1 enabled. A little of this mod can be seen here: [ Show youtube player ] |
02 October 2015, 06:06 | #64 |
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Nice ;-)
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30 November 2015, 17:07 | #65 |
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Does it have a software renderer or is it Warp3D only? My setup doesn't currently support Warp3D but I like to try it out (and make a youtube video of it :-D)
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30 November 2015, 21:35 | #66 |
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Yes. ref-soft.dll for RTG.
A video with sonnet stuff ?.....O_o !! |
02 December 2015, 11:51 | #67 |
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OK, Good to know :-)
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03 December 2015, 02:18 | #68 |
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OK, so on soft-renderer with demo1:
320x200 = 32.3 FPS 512x384 = 19.3 FPS 640x480 = 14.3 FPS Good job with the port. I hope to get Warp3D and such going soon too. |
03 December 2015, 13:27 | #69 |
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Thanks. Still a lot to update/fix to the sources. Even the warpos version I uploaded was compiled without a tailored cpu in mind. So, all of this is left to the readers of this thread (by now).
Anyways, with my run options (exposed earlier), I've got nowadays 12.7-12.9 FPS with 512x384 on Warp3D....... |
03 December 2015, 14:02 | #70 |
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Have to say that I used the compiled binaries for WarpOS (beta2) from this thread. I don't know if you included any optimizations since then? I'm a bit of a noob with compiling C sources. I have vbcc installed, however :-)
Edit: I used the default config file. Except I changed snd_paula to snd_ahi. Oh, and I used a VooDoo3. I might try with the Radeon later today Last edited by Hedeon; 03 December 2015 at 14:10. Reason: Added note about config file/Gfx card |
03 December 2015, 15:31 | #71 | |
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Well, those binaries were compiled from "almost" final vbcc 0.9d (before christmas 2014), so maybe a new compile and some parameters like -cpu (603 or 604) & -merge-constants should increase performance and reduce size (certainly it does). As I said non of those parameters were used for those old uploads, so it´s up to people to tweak to their specifications (minigl lib was compiled with 603 in mind anyways).
Nothing special for soft_dll : Code is mostly untouched from old gcc sources. The last source update has some optimizations to try, but still no new build from me Quote:
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04 December 2015, 10:39 | #72 |
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Quake 2, 640x480, software renderer, on Sonnet:
[ Show youtube player ] |
04 December 2015, 20:25 | #73 |
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Fucking awesome
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25 December 2015, 13:41 | #74 |
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And now with Warp3D with demo1:
320x200 = 45.3 FPS 640x480 = 32.6 FPS 800x600 = 22.0 FPS |
25 December 2015, 16:41 | #75 |
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.....of course everyone expects "the christmas video quake 2 warp3d sonnet " !
Maybe I should upload a new rogue warp3dppc lib that probably works with more cards than Permedia2.......Or more quake2 binaries (difficult to make things just a little better ). Again, awesome |
25 December 2015, 16:49 | #76 |
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....thinking about the chip-ram issue with sonnet lib. I remember that one of my oldest Blitzquake binary used FastMem instead of ChipRam for mouse code (Indeed it worked, but Frank Wille told me not to do that).
A possible workaround/temporary hack for Paula & mouse ?? Best wishes. |
26 December 2015, 12:45 | #77 |
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All is well through AHI regarding Paula. And I'm guessing in the games I've been playing the mouse is actually being read by 68K code because I haven't seen problems.
Video is on its way :-) |
26 December 2015, 13:02 | #78 |
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Cool!
I should point about "gl_guardband" command that in (some/all?) Voodoo Cards should be enabled for performance. Permedia 2 default is "0". |
26 December 2015, 14:42 | #79 |
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Did what is mentioned in http://www.amiga.org/forums/archive/...hp/t-7150.html (except I use AHI) and it went up to 45.6 FPS for 640x480 and 31.2 for 800x600
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26 December 2015, 19:15 | #80 |
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Some configs are discussed earlier in this thread.
I saw the warp3dppc new video Just a remainder: The gl versions here don't have the same minigl code as Hyperion Q2, so it's slower compared to that. "ref_gl.dll" for warpos still doesn't do what it's supposed (cleaning textures, etc from time to time) contrary to the m68k version. Don't know about network options as I don't have networked amiga to try & test the code. Besides of that, It's more stable, has new game options & vbcc fully compatible code & ready for mods since a year Elbox, where those Sharks went? Happy New Year. |
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