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Re: Picasso96 Warp3D update bug
Posted: Sun Jan 06, 2013 4:13 pm
by mcleppa
Re: Picasso96 Warp3D update bug
Posted: Sun Jan 06, 2013 4:31 pm
by Karlos
The white rectangles at the top, I take it?
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
Posted: Sun Jan 06, 2013 7:50 pm
by mcleppa
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.
Re: Picasso96 Warp3D update bug
Posted: Sun Jan 06, 2013 8:55 pm
by Karlos
mcleppa 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.
Good, that narrows it down a bit. I might have been a bit too keen to optimise memory usage

Luckily, the latest P96 component is not mandatory to support the existing drivers, though it's predecessor does have it's own particular bugs that were fixed by it.
I have now tested with texture sizes of 64x64, 128x128, 256x256, 512x512, 1024x1024. First of all it only happens with 512 and 1024 textures.
This makes it sound like an alignment / page issue. Again, this is useful info, thanks.
I'll try some testing with vertex arrays to see if it makes any difference.
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.
Anyway, happy to see you guys are working on optimizing Warp3D and thanx for the effort.
Thanks.
Re: Picasso96 Warp3D update bug
Posted: Mon Jan 07, 2013 9:55 am
by Karlos
@mcleppa
I've been able to reproduce the issue. Hopefully shouldn't be too difficult to fix.
Re: Picasso96 Warp3D update bug
Posted: Mon Jan 07, 2013 11:01 am
by mcleppa
Excellent news, looking forward to the fix!

Re: Picasso96 Warp3D update bug
Posted: Mon Jan 07, 2013 11:08 am
by Karlos
mcleppa wrote:Excellent news, looking forward to the fix!

Well, at least you won't have to wait until Update 7

Re: Picasso96 Warp3D update bug
Posted: Sat Jan 12, 2013 2:54 pm
by samo79
@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

)
Re: Picasso96 Warp3D update bug
Posted: Sat Jan 12, 2013 6:26 pm
by Karlos
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

)
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.
Re: Picasso96 Warp3D update bug
Posted: Sat Jan 12, 2013 9:08 pm
by samo79
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 !
