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| Glide64 Glide64 is a graphics plugin for N64 emulators such as Project64. It uses the 3dfx Glide3x API, and currently the best Glide plugin out! |
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#233 | |
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Junior Member
Join Date: Nov 2005
Posts: 15
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#234 |
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Super Moderator
Join Date: Oct 2002
Location: Siberia, Russia
Posts: 1,867
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Yes, I don't have framebuffer problem in Perfect Dark. May be your video card does not have enough memory. This effect requires a lot of texture frame buffers. I use Radeon9600 256mb, no problems.
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#235 |
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Junior Member
Join Date: Nov 2005
Posts: 15
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Well as I just said I have a 6800GT so I doubt thats the issue here, considering your 9600 works. The x800 is the ATI equivalent of my card after all.
Oddly enough, if I hold down enter to close off the dozens of error messages that continue to popup the effect will continue until the enemy stops. The only real solution is simply not to use the IR scanner. |
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#236 |
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Member
Join Date: Jun 2006
Posts: 466
My Mood:
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Well, I worked out the cause to the problems in PD cloaking.
Reason? Framebuffer textures being too big for the video card's RAM. Thus, causing problems with 2 or more ingame characters cloaking at the same time, and causing the "incomplete_attachment" problem (due to the creation of too many framebuffer textures, that hog video card framebuffer memory). Solution? Add a texture caching system, like a FIFO buffer or how glN64 manages hardware framebuffers. Dunno how feasible it will be. Or for a better and much more practical solution, get a video card with more RAM. Attached is a screenshot of PD cloaking working for me (if two or more characters cloak, thats when problems occur.) Also attached is the wrapper with the collection of source changes I made BEFORE I tried to implement depth buffer rendering for RE2. Fixed things to the source are: * Correction to 1600x1024 resolution * Removed 2048x2048 from being selected * Fixed framebuffers in windowed mode (borders work 100% fine in Mupen and 1964) * Removed Adler32 algorithm (not needed. Seemed to be used to check framebuffer texture integrity, not really needed as OpenGL has its own checks for this) edit: Avatar_58: Does the problem occur in the "Deep Sea - Nullify Threat" level? In the 1st part, there is a lot of DataDyne soldiers cloaking...maybe thats the problem? Does the IR scanner work anywhere else for you? sr_pener: I can reproduce those texturing errors too..I know its not related to my framebuffer fix, but I'll try to get some spare time to dig up a possible cause.
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Intel C2Q Q8400 @ 2.66Ghz 4GB DDR2 RAM ATI Radeon 5770 1GB 500GB WD HD (primary/apps/coding) 1TB Seagate HD (multimedia) My site with all sorts of code Last edited by mudlord; 09-27-2006 at 09:23 PM. |
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#237 |
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Junior Member
Join Date: Nov 2005
Posts: 15
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Mudlord - Yeah the Deapsea is one of the few places you are given the IR scanner and cloaking enemies. If I simply don't use the scanner it works fine. The IR scanner effect works just fine so long as people aren't cloaking in view. Also - my card has 256mb for ram, does the effect actually use that much?
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#238 | |
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Super Moderator
Join Date: Oct 2002
Location: Siberia, Russia
Posts: 1,867
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#239 |
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Junior Member
Join Date: Nov 2005
Posts: 15
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Is there a way to get the skies working in Goldeneye/Perfect Dark with Glide64?
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#240 |
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Junior Member
Join Date: Aug 2006
Posts: 36
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I would also like to see this feature. Rice's video plug-in displays one frame of it, (and also stretches it as you look around), but I've never seen it emulated correctly. It's supposed to be an animating sky that doesn't stretch like it does in Rice video.
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OS: Windows XP CPU: Intel P4 3.0 Ghz Graphics Card: nVidia GeForce 6600GT AGP Memory: 512MB DDR400 Sound Card: Integrated AC97/Realtek/SiS 7012 Other: Quad Speakers, Xbox Controller with XBCD drivers, 17" ViewSonic G790 monitor |
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