Search found 17 matches

by Crisot
Sat Jan 12, 2013 1:18 pm
Forum: General Developer Support
Topic: 16 bits ZBuffer + native aniso?
Replies: 30
Views: 37941

Re: 16 bits ZBuffer + native aniso?

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 ...
by Crisot
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 ^^
by Crisot
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 ...
by Crisot
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 ...
by Crisot
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 ...
by Crisot
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!
by Crisot
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 ...
by Crisot
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?

Karlos wrote: W3D_NEAREST -> RADEON_MIN_FILTER_ANISO_NEAREST

W3D_LINEAR -> RADEON_MIN_FILTER_ANISO_LINEAR
Aaah! Seen the problem ;-) Not a big deal, I'll do with it. A couple of days ago, I was living without this anyway. ;-)
by Crisot
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 ...
by Crisot
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 ...