GL_EYE_PLANE can now be correctly set, but I couldn't fix glTexGen*(), so the default sky remains broken
Perhaps it's food for HunoPPC ... About Frogatto the problem is that since the newest 2.20 the game become almost unplayable under Sam440, there are now a lot of slowdown in pratically all areas of the game. According to the MiniGL's readme Hans wrote to have fixed a lot missing triangles elsewhere and this is good because indeed there were various area that was simply unrendered, however this create a side issue related to the game's speed :-/
I wonder if you can found a sort of compromise on this
Well if you consider it mature enough for a public release why not ? Go upload it to OS4Depot ! Otherwise would be good if you can upload here a beta version to test
By public release you mean updating the one on os4depot or just uploading minigl.library somewhere with the latest fixes to test PrBoom+?
Os4depot won't let just anyone overwrite files. Since I'm the one who has uploaded MiniGL updates in the past, they'll contact me to confirm any update. So please contact me ahead of time.
@Samo79 Quote:
According to the MiniGL's readme Hans wrote to have fixed a lot missing triangles elsewhere and this is good because indeed there were various area that was simply unrendered, however this create a side issue related to the game's speed :-/
Correct. In this case we have a choice between correct rendering, or fast rendering.
Frogatto could probably be sped up by modifying it to use GL_SMOOTH instead of GL_FLAT shading. Flat shading is slow with Warp3D because triangles have to be sent one at a time. W3D_SI users will probably notice less of a slowdown, because the driver does a reasonable job of working around this.
@Hans Of course, that's why I asked. AROS-Archives works the same way. I was only "gauging" whether there was an interest for a new version. It's probably time to start updating the readme.
This is just like television, only you can see much further.
Frogatto could probably be sped up by modifying it to use GL_SMOOTH instead of GL_FLAT shading
Ok eventually i ask Huno about this ..
@BSzili
Quote:
Don't forget to change gl_skymode, or enable mouselook.
Tested a bit, trasparence issue seems better now, but not completely fixed .. in some levels i still see some trasparent enemies
About the sky setting if i set:
"gl_skymode" --> 0 (i got a black sky) "gl_skymode" --> 1 (i got a red sky)
Didn't test the mouselook option, will check later
Btw i did also a quick test in IoQuake3 and with your library it seems a bit slower compared to the official 2.20 ... not mutch but i obtain nearly -0.7/-1 less FPS in timedemo, maybe just because the debug mode ?
@samo79 gl_skymode 0 is the automatic mode, which changes between 2 and 3 depending whether you have mouselook enabled. 1 disables the sky entirely. 2 is the one which uses the homogeneous coordinate "trick", and is broken. You should try 3 or 4. Could you send me a save game, or tell me the WAD name and level number on where I should look for the transparency issues? I didn't change anything that should make things faster or slower, so I can't comment on that. There are a few debug prints here and there, but they shouldn't pop in during gameplay.
This is just like television, only you can see much further.
The trasparent problem is visible mostly on "Level 4" but not only on that, still also some little glitch related to the colors, sometimes a red text will become blue and viceversa ..
@samo79 I can't get the game to open any WAD other than FreeDoom, even though it's not even present in the drawer. The -iwad argument has no effect. Could you tell me how to open SCYTHE.WAD?
This is just like television, only you can see much further.
Sometimes the screen turn black, sometimes happen when you switch from a level to another but also when you are browsing the option (after pressing ESC)
Another problem is related to the text's colors that for a moment can turn to blue instead to be red
@samo79 I thought this would be the case, I'm glad you sorted it out! I'll try switching between modes to see if it crashes for me too. Not sure about the sky. Does gl_skymode 4 have the same problem?
This is just like television, only you can see much further.
I'll try switching between modes to see if it crashes for me too.
In general it freeze the input but not the whole system, once the game will be putted in window mode from fullscreen or viceversa i can hear the in-game music in background but any input (including mouse) stop responding
@samo79 SDL_mixer plays music in a separate thread, that's why you have music even though the game itself (= main thread) crashed. I had no problem switching back and forth between fullscreen and windowed. A crashlog could help to determine whether the crash happens in minigl.library, or somewhere in the game.
This is just like television, only you can see much further.