#935 posted by mh on 2017/01/12 22:33:45
Another new wrapper version probably coming up soon, depending how many fixes I can get in over the next hour or two.
Alt-tab from fullscreen modes loses the warp images and occasional device reset fails - fixed. Again, it's just a single fix but it is important enough to warrant an update.
Mark V DX9 - Build - Revision A
#936 posted by Baker on 2017/01/12 22:39:56
Perfect mirrors + stencil shadows.
Direct X 9 - Build 1027 A
Once I saw the source code, I knew this will be followed by Revision B with ...
the "2017 HOLEEFUK feature of the Year" ... as some may describe it. I want to see this myself.
The source will appear in the folder http://quakeone.com/markv/older here just a min, in case MH needs sooner rather than later.
That Was Quick
#937 posted by THERAILMCCOY on 2017/01/12 22:50:57
With 1027a, r_oldwater 0 + alt-tab when in fullscreen no longer causes a crash, but does produce the following strangeness - https://i.imgur.com/ywSXIWm.jpg
Can confirm skies now reflect correctly in mirrors.
@Gunter
#938 posted by mh on 2017/01/12 22:52:27
I think at this stage I'm more confused about what's happening than anything else.
Anyway... now that I have an XP VM I have Pix and the DirectX control panel back - WOO-HOO! - I never realised how much I missed them.
I already have a fix for one issue coming in...
#939 posted by mh on 2017/01/12 22:53:08
With 1027a, r_oldwater 0 + alt-tab when in fullscreen no longer causes a crash, but does produce the following strangeness
Fix in next version.
@railmccoy
#940 posted by Baker on 2017/01/12 22:58:17
Welcome back! And thanks!
/Gotta get this Revision B going ...
Mh - Solved The Age Old Question ...
#941 posted by Baker on 2017/01/12 23:16:30
Question: Where is my shadow?
MH's answer: in visual form
Another New Wrapper
#942 posted by mh on 2017/01/12 23:23:19
http://www.quaketastic.com/files/tools/windows/engines/Direct3D9-Wrapper-2017-01-12-v2.zip
Fixes " With 1027a, r_oldwater 0 + alt-tab when in fullscreen no longer causes a crash, but does produce the following strangeness "
I didn't get Gunter's stuff in although I now have one solid lead for what's going on.
Thanks to the DirectX control panel and the debug runtimes I can see that I'm getting a lot of "viewport is outside the render target" errors when running at the same height as the desktop mode.
That needs to be fixed as a first priority, and the reason why it happens is that the display mode clamps.
I can't right now see a good way of handling this without adding more code that's going to percolate back up to the engine.
So rather than take the time to work it through and delay the required alt-tab fix, I'm releasing now so that Baker can get that fix.
Mark V DX9 - Build 1027 - Revision B
#943 posted by Baker on 2017/01/12 23:37:59
Direct X 9 - Build 1027 B
Latest mh revisions addressing issues. Source will soon be in the same place as last time.
/MH shadow volumes awaits in revision C.
#944 posted by Joel B on 2017/01/12 23:54:41
You guys are crazy productive sometimes. I really appreciate all the work that various Quake-dudes put into this little hobby.
I'll check the latest builds tonight to see if the flickering has gone away on my system. Should I also check autosave behavior? Anything else?
@railmccoy
#945 posted by Baker on 2017/01/13 00:02:02
Multisample in Open GL, at least for Windows, has been disabled for ... actually it's been quite a while ... You are the first one to notice ;-)
mh is down on the idea on adding to the Direct3D build. There's a post somewhere in this thread where he discusses why.
I could re-enable it in the Windows Open GL build with some effort of rewriting some things slightly, but in the age of 3800 x 2600 monitors, multisample is going to be hella hard to notice.
Looming as a larger factor -- the Direct 3D build has ...
1) superior frames-per-second performance
2) superior compatibility on older hardware
Direct3D 9 is going to become the main build hardware accelerated build for Windows eventually.
@johnny
#946 posted by Baker on 2017/01/13 00:04:53
Thanks!
If you want to join in the fun, grab the current source code and try to compile the Linux version in CodeBlocks on your CentOS and see if it runs ok. Requires SDL 2.0.4 dev.
I haven't had time to raid Requiem for the goodness in the Linux build like video capture and such.
@johnny - Part 2
#947 posted by Baker on 2017/01/13 00:10:59
I'll check the latest builds tonight to see if the flickering has gone away on my system. Should I also check autosave behavior? Anything else?
Lots of irons in the fire lately, I still have more on my todo list --- and I need tackle MH shadow volumes. I don't even have the Mac version quite up-to-date.
/And pesky little issues like ones reported by dwere, yourself (config read order, built-in Quaddicted installer unpack with certain file names like your dll example) and nuisance gremlins remain -- hence it's beta.
Autosave should be fixed. And any information on whether or not the flickering is gone for your machine (and pulsars) would be great!
#948 posted by mh on 2017/01/13 00:45:37
The shadow volumes aren't robust, by the way. You're going to find places where they leak through geometry or fly around at odd angles. In terms of shadow volumes they're probably as good as you can get without going towards a realtime light/shadow setup.
So I'd advise them as an additional option rather than an outright replacement for planar shadows. That means the choice comes down to one of two imperfect shadow types, or no shadows. Not ideal, I know, but different imperfections drive different people nuts in different ways, so hopefully it covers enough angles.
New Wrapper Version
#949 posted by mh on 2017/01/13 01:18:55
http://www.quaketastic.com/files/tools/windows/engines/Direct3D9-Wrapper-2017-01-13.zip
This one resolves one of the problems when running a windowed mode the same height as your desktop, and where the mode gets clamped. That being viewport/rendertarget size mismatch. Extra code is in GL_BeginRendering and the #define name should come with a smiley - it's meant to be humourous, not insulting. ;)
This one also resolves a second minor issue where a rendertarget used as a texture needs to be unbound before it can be set as a rendertarget again. Not such a big deal because D3D will detect this and unbind it for you, but still nice to have it done properly.
The wrapper now gets a totally clean run on the Direct3D debug runtimes.
#950 posted by Gunter on 2017/01/13 01:35:52
Hm, I am finding that since version 1.26, activating id1 mirrors will completely freeze me up. r_mirroralpha 1 prevents it from happening.
That's in addition to the weird extra-long delay when loading external textures, which also showed up in 1.26
Might it have to do with these new warnings I get as of 1.26?
Warning: texture_env_combine not supported
Warning: texture_env_add not supported
I also get this one, but it was always there in DX9:
Warning: texture_non_power_of_two not supported
And it looks like the env_combine warning is also present in DX8. But there are no mirrors in DX8, and it loads external textures without an extra delay.
#951 posted by Gunter on 2017/01/13 01:42:51
/me imagines a function name,
#define MAYBE_THIS_WILL_MAKE_GUNTER_SHUT_UP
I'll Hold Out For Opengl
the directx version runs uber sluggish for me
Typo Or Wrong File?
#953 posted by anonymous user on 2017/01/13 03:38:22
The file in revision B link is named 1027_mark_v_dx9_revision_a.zip.
#954 posted by Baker on 2017/01/13 04:04:01
Yeah change the revision_a to revision_b to download.
#955 posted by Gunter on 2017/01/13 06:25:24
Also, as of DX9 version 1.26, the fog got uglier again when gl_overbright 1 is set....
It's an issue I reported on the old page (#1217 of old page, if you wanna see the screenshot), but it was improved in DX9 1.25, and now it's back to the previous, a bit uglier, behavior (fewer fog bands on lit wall areas, making a rougher gradient)....
#956 posted by Joel B on 2017/01/13 06:55:44
Played thru ad_mire using mark_v.exe from the 1025 beta zip; no flicker.
#957 posted by Baker on 2017/01/13 07:09:23
@johhny - awesome.
@gunter - So DX9 1.25 was good, DX9 1.26 fog less good. Right?
@railmccoy - r_oldwater = no issues now, right?
@fifth
#958 posted by Baker on 2017/01/13 07:19:22
I'm sure mh is gonna want to know more about the specifics.
I get 700 peak frames per second with basic FitzQuake settings in some areas of the start map just wandering around.
And my machine is rather average.
#959 posted by Baker on 2017/01/13 07:32:53
@gunter - As the DX9 had more capabilities enabled, I disabled DX8 limitations that I had imposed on DX9.
In the case of external textures, I have Mark V using glMatrixMode (GL_TEXTURE) to perform scaling for texture coordinates to align it with the original texture, a feature which DX8 did not have.
I'll wait for mh comments before delving into it, I noticed changes to the mip-mapping process, etc.
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