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#321 | |
Registered User
Join Date: Feb 2017
Location: Denmark
Posts: 1,217
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Quote:
Tried to make Gouraud shading faster. Both Gouraud and texture mapping code renders to chunky line buffer, and then does c2p into planar buffer. This is a just quick hacky attempt at doing that faster (for Gouraud code path only). |
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#322 | |
Registered User
Join Date: Jan 2019
Location: Finland
Posts: 654
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Quote:
RC6: ![]() ![]() RC6 Plus: ![]() ![]() |
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#323 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,480
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You're a short distance from a full C2P framebuffer. How bad is that itch?
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#324 |
Guru Meditating
Join Date: Jun 2014
Location: England
Posts: 2,356
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RC6 plus experiment works great for me too. FPS is up by about another 5fps, so 30-35fps in general flight, but 20-25fps now in external views. even when stuff gets interesting it's pretty much more than 30fps now. Using a BFG9060 with 100mhz 060, NTSC mode.
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#325 |
Registered User
Join Date: Aug 2013
Location: Marseille / France
Posts: 1,518
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Can someone invite Martin Kenwright to read this thread ?
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#326 |
mä vaan
Join Date: Nov 2001
Location: Finland
Posts: 1,686
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#327 |
Thalion Webshrine
Join Date: Jan 2004
Location: Oxford
Posts: 14,470
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#328 |
Registered User
Join Date: Aug 2006
Location: Scunthorpe/United Kingdom
Posts: 2,097
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#329 |
Registered User
Join Date: Jan 2007
Location: near Vienna/Austria
Posts: 390
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Impressive work - thank you for this patch. Last Exe - V1200 with highest colour and details 38-42FPS - standard setting 55FPS. (2 colours - 11 sight) ACA1233n with standard settings - 11 FPS. Faster than the original exe on 060.
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#330 |
Retro Freak
Join Date: Nov 2001
Location: Slovenia
Age: 51
Posts: 1,665
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On pistorm32 there is an improvement with the new Gouraud optimisation but it isn't so drastic as on other accelerators (it seems) :
[ Show youtube player ] |
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#331 |
Registered User
Join Date: Nov 2014
Location: Italy
Posts: 2,444
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#332 |
Thalion Webshrine
Join Date: Jan 2004
Location: Oxford
Posts: 14,470
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#333 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,376
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someone tried to contact at least C. Wallace without success.
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#334 |
Thalion Webshrine
Join Date: Jan 2004
Location: Oxford
Posts: 14,470
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Charlie Wallace's linked in account is defunct. Not updated since 2016.
Steve Monks is active. I've emailed him. |
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#335 |
Amiga Games Database
Join Date: Jun 2006
Location: South West England
Posts: 1,290
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I don't want to waste your time, but I was given what was described as "the latest" (and supposedly best version of the TFX executable, way back then by another Amiga "undesirable" :-) I've put it in the Zone on the offchance it is of any value. tfxlate.zip It has a slightly larger filesize than the other exe's.
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#336 | |
Thalion Webshrine
Join Date: Jan 2004
Location: Oxford
Posts: 14,470
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Quote:
Last edited by alexh; 19 June 2023 at 17:05. |
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#337 | ||||||
Registered User
Join Date: Feb 2017
Location: Denmark
Posts: 1,217
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Quote:
Even closer now as I have all (3d) rendering functions figured out, and I think I have to at least try a hacky debug build (without UI) before calling it quits... Quote:
Thanks a lot, but it is "TFX.040" that's already supported, so while it doesn't now add any new information it was instrumental in making this possible since it contains symbols. I would not have bothered if this version hadn't been available! Quote:
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Thanks a lot for testing! The optimizations are probably not really useful for RPi (and maybe not 030/040). In the zone is the awkwardly named "TFXAGA_not_RC_but_lets_call_it_7.7z" that does the same thing for the texture mapping. It also replaces the standard filling function, but that doesn't seem to increase the framerate on my 060 (but will help if I'm actually going to make test "C2P" build). Added 3 (expected to be temporary) options to disable the replacement functions for g/t/f (gouraud, texture, flat) if there's an issue and/or you want to see if they improve/worsen things. If they turn out to be pessimizations on any platform (could be 060 as well) they can go in the bin (or only be applied to 060 as appropriate). One note: It seems like the texture mapping function supports transparent textures - do these actually happen in game? If they do, I will have to rework it.. |
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#338 |
Retro Freak
Join Date: Nov 2001
Location: Slovenia
Age: 51
Posts: 1,665
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Thanx for rev.7 ... first problem I encountered is the Simulator weapon's selection screen is missing most of the plane :
This is the problem with the "ffill replacement" - if I disable it then the plane and the cursor is visible OK. It seems that in-game another ffill routine is used and the one you replaced is used only on this screen - this screen is extremely slow on pistorm32, if I use your replacement ffill, which only draws a few lines, it is fast though. ![]() Last edited by tomcat666; 19 June 2023 at 19:05. |
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#339 |
Retro Freak
Join Date: Nov 2001
Location: Slovenia
Age: 51
Posts: 1,665
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2nd problem is that you will unfortunetly have to support transparencies with the texture mapping: (choose simulation and central america and Dawn to get the EF 2000 to see the tail texture):
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#340 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,480
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