This is showing on my Sam440ep
http://home.lyse.net/arildaarbakk/snapshots/lambo.png
Picasso96 Warp3D update bug
- Karlos
- AmigaOS Core Developer
- Posts: 84
- Joined: Sun Jun 19, 2011 12:42 pm
- Location: United Kingdom of England and anybody else that wishes to remain.
Re: Picasso96 Warp3D update bug
The white rectangles at the top, I take it?mcleppa wrote:This is showing on my Sam440ep
http://home.lyse.net/arildaarbakk/snapshots/lambo.png
And you say this problem is only in the presence of the latest W3D_Picasso96.library?
That should at least give me a starting point. There were some texture allocation changes that I made that might have had an undue impact.
Does this problem only affect very large textures, or is it reproducible with smaller ones (ie 256x256 and below) ?
Re: Picasso96 Warp3D update bug
These glitches happens only with latest W3D_Picasso.library. I've tried to rollback to the old one for testing and then updating it again.
I have now tested with texture sizes of 64x64, 128x128, 256x256, 512x512, 1024x1024. First of all it only happens with 512 and 1024 textures.
I also tested with loading 256, 512, 1024 textures and display them around a cube. The glitch seem to appear on the first texture I display
I initialise them like following;
text[0] = Create_Texture(GL_RGBA, "texture/1024x1024.jpg", NULL, NULL);
text[1] = Create_Texture(GL_RGBA, "texture/512x512.jpg", NULL, NULL);
text[2] = Create_Texture(GL_RGBA, "texture/256x256.jpg", NULL, NULL);
Then I display them in this order on a cube;
example 1:
text[0], text[1], text[1], text[0], text[1], text[1]
Glitches happens only where i call for text[0].
Example2:
text[1], text[0], text[0], text[0], text[1], text[0]
Glitches happens only where i call for text[1].
I'll try some testing with vertex arrays to see if it makes any difference.
Anyway, happy to see you guys are working on optimizing Warp3D and thanx for the effort.
I have now tested with texture sizes of 64x64, 128x128, 256x256, 512x512, 1024x1024. First of all it only happens with 512 and 1024 textures.
I also tested with loading 256, 512, 1024 textures and display them around a cube. The glitch seem to appear on the first texture I display
I initialise them like following;
text[0] = Create_Texture(GL_RGBA, "texture/1024x1024.jpg", NULL, NULL);
text[1] = Create_Texture(GL_RGBA, "texture/512x512.jpg", NULL, NULL);
text[2] = Create_Texture(GL_RGBA, "texture/256x256.jpg", NULL, NULL);
Then I display them in this order on a cube;
example 1:
text[0], text[1], text[1], text[0], text[1], text[1]
Glitches happens only where i call for text[0].
Example2:
text[1], text[0], text[0], text[0], text[1], text[0]
Glitches happens only where i call for text[1].
I'll try some testing with vertex arrays to see if it makes any difference.
Anyway, happy to see you guys are working on optimizing Warp3D and thanx for the effort.
- Karlos
- AmigaOS Core Developer
- Posts: 84
- Joined: Sun Jun 19, 2011 12:42 pm
- Location: United Kingdom of England and anybody else that wishes to remain.
Re: Picasso96 Warp3D update bug
Good, that narrows it down a bit. I might have been a bit too keen to optimise memory usagemcleppa wrote:These glitches happens only with latest W3D_Picasso.library. I've tried to rollback to the old one for testing and then updating it again.

This makes it sound like an alignment / page issue. Again, this is useful info, thanks.I have now tested with texture sizes of 64x64, 128x128, 256x256, 512x512, 1024x1024. First of all it only happens with 512 and 1024 textures.
I am not sure it will make a difference. All of the MiniGL 2.5 primitive drawing calls are implemented using Warp3D5 Interleaved Array functions as far as I knows. The issue certainly seems to be in texture memory management and I definitely changed some things there in that last release.I'll try some testing with vertex arrays to see if it makes any difference.
Thanks.Anyway, happy to see you guys are working on optimizing Warp3D and thanx for the effort.
- Karlos
- AmigaOS Core Developer
- Posts: 84
- Joined: Sun Jun 19, 2011 12:42 pm
- Location: United Kingdom of England and anybody else that wishes to remain.
Re: Picasso96 Warp3D update bug
@mcleppa
I've been able to reproduce the issue. Hopefully shouldn't be too difficult to fix.
I've been able to reproduce the issue. Hopefully shouldn't be too difficult to fix.
Re: Picasso96 Warp3D update bug
Excellent news, looking forward to the fix! 

- Karlos
- AmigaOS Core Developer
- Posts: 84
- Joined: Sun Jun 19, 2011 12:42 pm
- Location: United Kingdom of England and anybody else that wishes to remain.
Re: Picasso96 Warp3D update bug
Well, at least you won't have to wait until Update 7mcleppa wrote:Excellent news, looking forward to the fix!

Re: Picasso96 Warp3D update bug
@karlos
Just after installing the new Warp3D update i retry the WIP version of Quake 3 i sent you via PM long ago (it was the version developed by m3x with some improvements)
Graphics glitch in menu seems finally solved but some random freeze still, expecially on menu but sometimes also during the game, WipeOut 2097 still always freeze as usual ..
Speed in games is also exactly the same as before (well with the new Warp3D i was hoping atleast for some little speedups in Quake 3 and others
)
Just after installing the new Warp3D update i retry the WIP version of Quake 3 i sent you via PM long ago (it was the version developed by m3x with some improvements)
Graphics glitch in menu seems finally solved but some random freeze still, expecially on menu but sometimes also during the game, WipeOut 2097 still always freeze as usual ..

Speed in games is also exactly the same as before (well with the new Warp3D i was hoping atleast for some little speedups in Quake 3 and others

- Karlos
- AmigaOS Core Developer
- Posts: 84
- Joined: Sun Jun 19, 2011 12:42 pm
- Location: United Kingdom of England and anybody else that wishes to remain.
Re: Picasso96 Warp3D update bug
You'll only get a speed increase if the bottleneck is in the rasterizing of polygons. It probably isn't; instead it's more likely to be the bus or elsewhere.samo79 wrote:Speed in games is also exactly the same as before (well with the new Warp3D i was hoping atleast for some little speedups in Quake 3 and others)
Re: Picasso96 Warp3D update bug
Yes maybe .. instead is there any hope about the freeze problems ?
Apart WipeOut that is a WarpOS game with all their in-famous issue involved, still bad freeze also in Quake 3 (as i said in my previews post) but also in some old games like Enforce 68k .. i really hope that soon or later a fix can be found for them
Thanks a lot Karlos, updates and fix are always apprecied !
Apart WipeOut that is a WarpOS game with all their in-famous issue involved, still bad freeze also in Quake 3 (as i said in my previews post) but also in some old games like Enforce 68k .. i really hope that soon or later a fix can be found for them

Thanks a lot Karlos, updates and fix are always apprecied !
