Order of the Butterfly
Posts: 229 from 2019/10/15
Quote:bigfoot wrote:
Quote:Cowcat wrote:
Quote:
Fixing that at least makes the ARB2 renderer in Doom 3 look a lot better, although I think there are still some issues that need fixing.
@Bigfoot It means that you have D3 with the ARB2 render working ?
Sort of. I mean, it runs, it renders, but there are definitely issues with shadows around the start area at least, and it's also very, very slow.
issues: Besides a bunch of those, yep maybe going in-out a scene with some cubemap used as for example the skymap view through a window, you notice the lag/overhead there.
@MoerBoer:
Could be anything. Going back to r_usedrawinteraction0 option fixes the crash with ARB renderer ?
Those "WARNING:" here and there "could" happen randomly, besides the tinygl changes. Try from cold reboots a couple of times.
However, for BigFoot again:
Quote:Cowcat wrote:
Some of the TexGenfv uses have only one of their parameters enabled as I do in draw_arb.cpp
Code:
GL_SelectTexture( 2 );
qglEnable( GL_TEXTURE_GEN_S );
qglTexGenfv( GL_S, GL_OBJECT_PLANE, din->lightProjection[3].ToFloatPtr() );
.
.
qglDisable( GL_TEXTURE_GEN_S );
But for old ATI drivers (in the old id Doom3 sources) they did this:
Code:
GL_SelectTexture( 2 );
qglEnable( GL_TEXTURE_GEN_S );
qglEnable( GL_TEXTURE_GEN_T );
qglEnable( GL_TEXTURE_GEN_Q );
qglTexGenfv( GL_S, GL_OBJECT_PLANE, din->lightProjection[3].ToFloatPtr() );
idVec4 plane;
plane[0] = 0;
plane[1] = 0;
plane[2] = 0;
plane[3] = 0.5;
qglTexGenfv( GL_T, GL_OBJECT_PLANE, plane.ToFloatPtr() );
plane[0] = 0;
plane[1] = 0;
plane[2] = 0;
plane[3] = 1;
qglTexGenfv( GL_Q, GL_OBJECT_PLANE, plane.ToFloatPtr() );
.
.
qglDisable( GL_TEXTURE_GEN_S );
qglDisable( GL_TEXTURE_GEN_T );
qglDisable( GL_TEXTURE_GEN_Q );
It was an old workaround but has tinygl these missing parameters sorted out ?. Code like this is scattered here and there.
When the new fixed-function-as-shaders pipeline is active, ie for R300 and newer currently, then all texgen options, without limitations, should be working.
Quote:
Cowcat wrote:
My principal issues for morphos D3 is the lag/overhead when you confront enemies as framerate goes really down ( some kind of cycle than happens in fight ). I think new tinygl kinda fixes that a little bit when shooting is done or enemy fire balls are throwed at you but still a lot of overhead: Seen some videos of Potato Doom3 for old PC's or AOS4 and really not an overhead is showed there.
I will definitely work on some Doom 3 related optimisations in the future, so don't worry, this won't be forgotten.
r_usedrawinteraction0 does indeed fix the crash.
Just for clarity, the log wasn't really there to show the warning labels, and I should have made it clear that it just stops right after that on my PM 2.5 and doesn't happen on the iMac G5.