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Old 18 January 2015, 23:02   #61
Cowcat
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Quote:
For other's educational learning or for yours?
Don't know. Maybe I have the urge to leave something here in case some disaster could happen & I can't remember how I did all that mess.
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Old 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 ]
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Old 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;
On R_RenderView function:

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;
	}
Now we add the new cvars to R_Register function:

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);
For a good mix with other effects I added some fog check on R_RenderDLights function at gl_light.c file.

Code:
  if(fog) qglDisable(GL_FOG);
	qglDepthMask (GL_FALSE);

        ......

        qglDepthMask (GL_TRUE);
	if(fog) qglEnable(GL_FOG);
with an "extern qboolean fog" before that.
That looks good with gl_flashblend 1 enabled.

A little of this mod can be seen here: [ Show youtube player ]
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Old 02 October 2015, 06:06   #64
Michael
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Nice ;-)
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Old 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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Old 30 November 2015, 21:35   #66
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Yes. ref-soft.dll for RTG.
A video with sonnet stuff ?.....O_o !!
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Old 02 December 2015, 11:51   #67
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OK, Good to know :-)
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Old 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.
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Old 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.......
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Old 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
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Old 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 itīs 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:
I'm a bit of a noob with compiling C sources
It's obvious that my abilities are amateurish at most, but certainly Sonnet stuff not !
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Old 04 December 2015, 10:39   #72
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Quake 2, 640x480, software renderer, on Sonnet:
[ Show youtube player ]

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Old 04 December 2015, 20:25   #73
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Fucking awesome
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Old 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
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Old 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
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Old 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.
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Old 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 :-)
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Old 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".
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Old 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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Old 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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