3. Application settings can use higher values than default Warp3D ENV parameters.
No, If I understand correctly, application setting can't override "default" ENV vars (your 3.), not more than "app" ENV vars (your 4.). But "app" ENV vars got priority other "default" ENV var.
It's the exact same ...
Search found 17 matches
- Sat Jan 12, 2013 1:18 pm
- Forum: General Developer Support
- Topic: 16 bits ZBuffer + native aniso?
- Replies: 30
- Views: 37941
- Sat Jan 12, 2013 12:07 am
- Forum: General Developer Support
- Topic: Loading 32-bit PNG with datatypes
- Replies: 22
- Views: 22447
Re: Loading 32-bit PNG with datatypes
Ah! True! Was CGX/Warp3D code. Not sure it works with classic screenmodes.
Ok, with a simple logic game, you won't have to bother with aynchronous triple buffer ^^
Ok, with a simple logic game, you won't have to bother with aynchronous triple buffer ^^
- Fri Jan 11, 2013 9:51 pm
- Forum: General Developer Support
- Topic: Loading 32-bit PNG with datatypes
- Replies: 22
- Views: 22447
Re: Loading 32-bit PNG with datatypes
Hum, my Os3.x code was really quite the same as the code I showed you, except I used another function than IDoMethodA, but can't remember... Unfortunatelly, I can hardly turn on my 4000T. Are you sure also your PNG datatype support Alpha?
For Os4, I use WaitTOF(), and be sure you have INTERRUPT=YES ...
For Os4, I use WaitTOF(), and be sure you have INTERRUPT=YES ...
- Fri Jan 11, 2013 6:24 pm
- Forum: General Developer Support
- Topic: Loading 32-bit PNG with datatypes
- Replies: 22
- Views: 22447
Re: Loading 32-bit PNG with datatypes
dto = NewDTObject(filename,
DTA_GroupID, GID_PICTURE,
PDTA_DestMode, PMODE_V43,
PDTA_Remap, FALSE,
TAG_END );
GetDTAttrs(dto, PDTA_BitMapHeader, (ULONG)&bmh, TAG_END );
bufA=AllocVec(bmh->bmh_Width*bmh->bmh_Height*4, MEMF_SHARED);
bpa.pbpa_PixelData = bufA;
bpa.pbpa_PixelFormat = PBPAFMT ...
- Thu Jan 10, 2013 9:58 pm
- Forum: General Developer Support
- Topic: Scissoring problem?
- Replies: 6
- Views: 13051
Re: Scissoring problem?
2 posts, 2 great news ;-)
Really good idea, will make scissor way more powerful.
Since you planned to "play" with the guardband, have you considered giving the possibility to developper to query the guardband size? Something like W3D_Q_GUARDBANDLEFT(RIGHT/TOP/BOTTOM).
Found on the web most modern ...
Really good idea, will make scissor way more powerful.
Since you planned to "play" with the guardband, have you considered giving the possibility to developper to query the guardband size? Something like W3D_Q_GUARDBANDLEFT(RIGHT/TOP/BOTTOM).
Found on the web most modern ...
- Thu Jan 10, 2013 9:52 pm
- Forum: General Developer Support
- Topic: 16 bits ZBuffer + native aniso?
- Replies: 30
- Views: 37941
Re: 16 bits ZBuffer + native aniso?
This is really a great news. The solutions are really smart, mostly based on existing functions. Great work!
- Wed Jan 09, 2013 7:38 pm
- Forum: General Developer Support
- Topic: Scissoring problem?
- Replies: 6
- Views: 13051
Re: Scissoring problem?
Thanks for the fast answer.
Even though it's not as powerful as expected, it's still and excellent news! After some search on the internet, looks like early 2000 PC coders have found a way to take advantage of this.
The idea is to CULL (discard, NOT clip) polygons fully outside of the view frustum ...
Even though it's not as powerful as expected, it's still and excellent news! After some search on the internet, looks like early 2000 PC coders have found a way to take advantage of this.
The idea is to CULL (discard, NOT clip) polygons fully outside of the view frustum ...
- Tue Jan 08, 2013 7:37 pm
- Forum: General Developer Support
- Topic: 16 bits ZBuffer + native aniso?
- Replies: 30
- Views: 37941
Re: 16 bits ZBuffer + native aniso?
Aaah! Seen the problemKarlos wrote: W3D_NEAREST -> RADEON_MIN_FILTER_ANISO_NEAREST
W3D_LINEAR -> RADEON_MIN_FILTER_ANISO_LINEAR


- Tue Jan 08, 2013 7:28 pm
- Forum: General Developer Support
- Topic: Scissoring problem?
- Replies: 6
- Views: 13051
Scissoring problem?
Hi!
I'm really sorry to bother you with Warp3d since I'm maybe the only guy on earth using it. I promise this is my last question ;)
I don't know if I'm facing a bug or just a limitation. Let me explain you.
To my knowledge, Warp3D scissoring is a 2D hardware clipping. Meaning, If I give it a ...
I'm really sorry to bother you with Warp3d since I'm maybe the only guy on earth using it. I promise this is my last question ;)
I don't know if I'm facing a bug or just a limitation. Let me explain you.
To my knowledge, Warp3D scissoring is a 2D hardware clipping. Meaning, If I give it a ...
- Mon Jan 07, 2013 1:15 am
- Forum: General Developer Support
- Topic: 16 bits ZBuffer + native aniso?
- Replies: 30
- Views: 37941
Re: 16 bits ZBuffer + native aniso?
It looks like an overrun bug*. Can you confirm whether rolling back the W3D_Picasso96.library to the previous version fixes it? Make sure you reboot before re-testing.
Yes, reverting this only library did the trick. No more corruption, even at very high resolution, with 2 instances of the game ...