goa / w3d on radeon cards
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  • Acolyte of the Butterfly
    Acolyte of the Butterfly
    esc
    Posts: 126 from 2013/5/28
    Hey guys,

    The 3.3 update went well, no problems as far as I can see, still running great on my g5 mac! Thanks! :)

    I do have a question about graphics, though. I have a radeon 9600 and am about to swap in a radeon 9800 xt. One big bonus for me when I initially installed morphos on my mac mini is the goa/warp3d support. Is there any plan to implement this support onto other graphics boards? Particularly some of the ones I have listed here which are supported, but not for w3d?

    I know new games aren't written for warp3d but I didn't get morphos necessarily to just plan new games :)

    Thanks!
  • »21.09.13 - 15:44
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  • Yokemate of Keyboards
    Yokemate of Keyboards
    Andreas_Wolf
    Posts: 10593 from 2003/5/22
    From: Germany
    > Is there any plan to implement this support onto other graphics boards?

    "No r300 driver will be written for rave3d which can be considered as some legacy component."
    https://morph.zone/modules/newbb_plus/viewtopic.php?topic_id=9256&forum=49&start=4
  • »21.09.13 - 16:02
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  • Acolyte of the Butterfly
    Acolyte of the Butterfly
    esc
    Posts: 126 from 2013/5/28
    :( Ok. Man, really wanted to play wipeout2097!
  • »21.09.13 - 16:37
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  • Order of the Butterfly
    Order of the Butterfly
    BSzili
    Posts: 491 from 2012/6/8
    From: Hungary
    I started porting wazp3d to morphos a few months ago. The software rasterizer already works, but I'm currently busy with Magellan, so I don't know when will I have time to finish the opengl version.
    I see the jimmies have been rustled.
  • »21.09.13 - 16:41
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  • Acolyte of the Butterfly
    Acolyte of the Butterfly
    esc
    Posts: 126 from 2013/5/28
    BSzili,
    Quote:

    I started porting wazp3d to morphos a few months ago. The software rasterizer already works, but I'm currently busy with Magellan, so I don't know when will I have time to finish the opengl version.


    Awesome news! Thank you sir :)
  • »21.09.13 - 17:14
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  • Yokemate of Keyboards
    Yokemate of Keyboards
    Andreas_Wolf
    Posts: 10593 from 2003/5/22
    From: Germany
    > I started porting wazp3d to morphos a few months ago. The software rasterizer
    > already works, but [...] I don't know when will I have time to finish the opengl version.

    "i have finally compiled Wazp3D for morphos/opengl. ...Badly it draw nothing. ...Will need some debug"
    http://amigaworld.net/modules/newbb/viewtopic.php?topic_id=38386&forum=16#721810
  • »10.11.13 - 11:00
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  • Cocoon
    Cocoon
    waldiamiga
    Posts: 59 from 2007/7/25
    From: Krakow, Poland
    Quote:

    BSzili wrote:
    I started porting wazp3d to morphos a few months ago. The software rasterizer already works, but I'm currently busy with Magellan, so I don't know when will I have time to finish the opengl version.


    Magellan can wait :) Wazp3D need more :)

    MorphOS.pl
    PowerBook G4 1.67GHz|2GB DDR2|ATI Radeon 9700M 128MB|SSD 80GB|TFT 17"|MorphOS 3.12
    Core i7 Notebook|WinUAE 3.x/AmigaOS4.1x & Icaros Desktop 2.x/QEmu 3.x.x
  • »11.11.13 - 09:43
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  • Order of the Butterfly
    Order of the Butterfly
    BSzili
    Posts: 491 from 2012/6/8
    From: Hungary
    I only wrote the library glue, and fixed the things needed to get the software rasterizer to work. Alain is working on the tinygl support, and I have no access to his current code. If he won't get on with it, he'll send it to me, and I'll have a look at it too.
    I see the jimmies have been rustled.
  • »12.11.13 - 09:22
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  • Caterpillar
    Caterpillar
    Posts: 33 from 2013/6/20
    Hello

    I just maded some tests & changes on Wazp3D : now it begin to draw = I have obtained 66 fps on old cow3D

    :-)

    More tomorrow ... now I will dinner

    Alain
  • »12.11.13 - 18:08
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  • Jim
  • Yokemate of Keyboards
    Yokemate of Keyboards
    Jim
    Posts: 4857 from 2009/1/28
    From: Delaware, USA
    Quote:

    thellier wrote:
    Hello

    I just maded some tests & changes on Wazp3D : now it begin to draw = I have obtained 66 fps on old cow3D

    :-)

    More tomorrow ... now I will dinner

    Alain


    Very nice.
    I am not one of the people that is hung up on Warp3D compatibility, but the longer I am here the more I tend to favor retention of legacy functions.
    "Never attribute to malice what can more readily explained by incompetence"
  • »12.11.13 - 18:22
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  • Caterpillar
    Caterpillar
    Posts: 33 from 2013/6/20
    Hello all

    Just to say that I have now Wazp3D ppc using hardware TinyGL on Morphos :-)
    It give around 63 to 66 FPS on Cow3D (Cow3D 68k + Key 'b' = bufferize animation) on a Powerbook G4

    Badly when started a second time Cow3D + Wazp3D crash ...So I cant release such a buggy Wazp3D version :-/

    Crash happen in glAInitializeContextBitMap(bm)
    But TinyGL is ok as glGetString(GL_VENDOR)); works
    and the bitmap bm from WaRp3D (seems) to be ok as WaZp3D can detect bitmap size & format

    So for the moment I have no idea what cause the crash....
    So I deeply need a true Morphos guru

    Henes ? Fab ?

    Alain Thellier

    thellier # free ° fr
  • »18.11.13 - 21:12
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  • Order of the Butterfly
    Order of the Butterfly
    tolkien
    Posts: 291 from 2013/5/29
    Good news! Well...more or less. Thanks Thellier for the support.
    PowerMac G5 - PowerBook G4 - MacMini with MorphOS. Amiga 1200/060 AmigaOS 3.x
  • »18.11.13 - 22:31
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  • MorphOS Developer
    kiero
    Posts: 129 from 2003/2/28
    Quote:

    thellier wrote:


    Crash happen in glAInitializeContextBitMap(bm)
    But TinyGL is ok as glGetString(GL_VENDOR)); works
    and the bitmap bm from WaRp3D (seems) to be ok as WaZp3D can detect bitmap size & format



    First of all enable tinygl debug. You can do it with setenv save TGLDEBUG 1. Then please post a log here (together with stacktrace). Another thing with GLA context which you have to take special care with is not to delete rendering target before deleting GLA context. So if You have a context for a bit then be really careful to do it like this:

    allocbitmap
    initializecontext (please use tagged glAInitializeContext instead of glAInitializeContextBitMap as that one is deprecated)
    ...rendering...
    glaDestroyContext
    freebitmap

    Michal 'kiero' Wozniak
  • »18.11.13 - 22:32
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  • Caterpillar
    Caterpillar
    Posts: 33 from 2013/6/20
    Hello

    Thanks kiero : this time it works well even if I run Cow3D several times :-)

    In fact the error was that I was closing TinyGL.library in the GL code but this library must stay opened until WaZ/Rp3D.library itself close (ie until all Warp3D tasks are closed)
    Stupid me...

    Now I will clean the code and add some stuffs (not morphos related)
    So expect a Wazp3D for Morphos for christmas ;-)

    BTW many thanks to BSzili that maded the initial Wazp3D port (software only) to Morphos :-)

    Alain Thellier - Wazp3D
  • »21.11.13 - 08:56
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  • Priest of the Order of the Butterfly
    Priest of the Order of the Butterfly
    serge
    Posts: 725 from 2003/2/20
    veru happy news. Thanky very much Alain Thellier. :-)
  • »21.11.13 - 09:04
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  • Cocoon
    Cocoon
    waldiamiga
    Posts: 59 from 2007/7/25
    From: Krakow, Poland
    Yeahh. Very good information!

    MorphOS.pl
    PowerBook G4 1.67GHz|2GB DDR2|ATI Radeon 9700M 128MB|SSD 80GB|TFT 17"|MorphOS 3.12
    Core i7 Notebook|WinUAE 3.x/AmigaOS4.1x & Icaros Desktop 2.x/QEmu 3.x.x
  • »21.11.13 - 14:44
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  • Paladin of the Pegasos
    Paladin of the Pegasos
    redrumloa
    Posts: 1345 from 2003/4/13
    thellier,

    Very good stuff! Much respect! :-)
  • »21.11.13 - 22:10
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  • Caterpillar
    Caterpillar
    Posts: 33 from 2013/6/20
    Hello folks

    It seems that "perspective texturing" dont works :-(
    I am using this command in the opengl (TinyGL) wrapper
    glTexCoordPointer(4, GL_FLOAT, 4*4,V);
    and it dont seems to works on Morphos
    (but the same code worked on WinUAE/PC version)

    It is needed as WaZ/Rp3D works in "screen space" so need a W coordinate for perspective correction
    Is there a problem in TinyGL concerning this function ???
    Is there an other function that use W coordinate (= q coordinate in OpenGL terminlogy) that works ?

    Alain Thellier

    Wazp3D-Morphos tests:
    Cow3D-68k: works 95%
    BlitzQuake-68k: works but texturing is false (= lack of perspective correction)
    TheVague1-68k: works 100%
    TheVague2-68k: works 100%
    GlExcess-Os3-68k: works but texturing is false too + coloring problems (so StormMesa2010 68k partially works :-) as GlExcess use it)
    WipeOut_2097_Demo: dont start... (problem with my WipeoutLoader usage?)
    Cube-68k: dont start
    Chromium-68k: dont start
    IhaveNoTomatoes-68k: dont start
    ... the lasts 3 are certainly lacking an SDL or ixemul version








    [ Edited by thellier 26.11.2013 - 09:20 ]
  • »26.11.13 - 09:19
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  • MorphOS Developer
    kiero
    Posts: 129 from 2003/2/28
    Hmmm, not sure if we tested use of 4 component texture coordinates. On what hardware are you running it? r200 or r300 radeon?
  • »26.11.13 - 11:09
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  • MorphOS Developer
    kiero
    Posts: 129 from 2003/2/28
    blah, double post

    [ Edited by kiero 26.11.2013 - 10:11 ]
  • »26.11.13 - 11:11
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  • Caterpillar
    Caterpillar
    Posts: 33 from 2013/6/20
    >r200 or r300 radeon?
    Dont know :it is a powebook g4 alu with a big screen
    Will check tomorrow

    BTW do you know if the WipeOut_2097_Demo from aminet also works on Morphos ? or only the full game version ?

    Alain
  • »26.11.13 - 12:33
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  • MorphOS Developer
    kiero
    Posts: 129 from 2003/2/28
    ok, pbook is r300. no idea about wipeout demo
  • »26.11.13 - 13:32
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  • Paladin of the Pegasos
    Paladin of the Pegasos
    Intuition
    Posts: 1050 from 2013/5/24
    From: Englistan
    Quote:

    thellier wrote:
    Hello folks

    It seems that "perspective texturing" dont works :-(
    I am using this command in the opengl (TinyGL) wrapper
    glTexCoordPointer(4, GL_FLOAT, 4*4,V);
    and it dont seems to works on Morphos
    (but the same code worked on WinUAE/PC version)

    It is needed as WaZ/Rp3D works in "screen space" so need a W coordinate for perspective correction
    Is there a problem in TinyGL concerning this function ???
    Is there an other function that use W coordinate (= q coordinate in OpenGL terminlogy) that works ?

    Alain Thellier

    Wazp3D-Morphos tests:
    Cow3D-68k: works 95%
    BlitzQuake-68k: works but texturing is false (= lack of perspective correction)
    TheVague1-68k: works 100%
    TheVague2-68k: works 100%
    GlExcess-Os3-68k: works but texturing is false too + coloring problems (so StormMesa2010 68k partially works :-) as GlExcess use it)
    WipeOut_2097_Demo: dont start... (problem with my WipeoutLoader usage?)
    Cube-68k: dont start
    Chromium-68k: dont start
    IhaveNoTomatoes-68k: dont start
    ... the lasts 3 are certainly lacking an SDL or ixemul version



    Have you tried this?

    http://mos.aminet.net/package/game/patch/WipeoutLoader
    1.67GHz 15" PowerBook G4, 1GB RAM, 128MB Radeon 9700M Pro, 64GB SSD, MorphOS 3.9

    2.7GHz DP G5, 4GB RAM, 512MB Radeon X1950 Pro, OSX 10.5.8, 500GB SSHD, MorphOS 3.9
  • »26.11.13 - 16:16
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