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Message started by paulpsomiadis on 14.01.04 at 15:00:12

Title: Re: MesaFx Releases
Post by paulpsomiadis on 14.01.04 at 15:00:12
WOOT! ;D

TRUE trilinear on Voodoo 2! 8)

(and I bet the visual quality is better than 'modern' cards too!) :P

Kewl! ;)

Title: Re: MesaFx Releases
Post by paulpsomiadis on 28.01.04 at 23:33:11
Hmm...the last 0.51 release! :P

So does that mean the next one will be based on 0.60 sources? ???

Title: Re: MesaFx Releases
Post by The Khan Artist on 29.01.04 at 05:25:24
Mesa 6.0 is OpenGL 1.5 compliant... OpenGL contains GL_ARB_vertex_program and GL_ARB_fragment_program... this means we'll have shader support (however slow) on Voodoo cards! w00t!

I wonder if Mesa is using that sw-shaders program posted here a while back?

Title: Re: MesaFx Releases
Post by dborca on 29.01.04 at 09:40:32

wrote on 28.01.04 at 23:33:11:
Hmm...the last 0.51 release! :P

So does that mean the next one will be based on 0.60 sources? ???


Yep! If "H" proves to be fairly stable, there will be no more 0.51 releases.
6.0 is still slower, as I can't codegen the VTX engine by myself, and Keith seems a bit busy.

Title: Re: MesaFx Releases
Post by dborca on 29.01.04 at 09:47:01

wrote on 29.01.04 at 05:25:24:
Mesa 6.0 is OpenGL 1.5 compliant... OpenGL contains GL_ARB_vertex_program and GL_ARB_fragment_program... this means we'll have shader support (however slow) on Voodoo cards! w00t!

I wonder if Mesa is using that sw-shaders program posted here a while back?

Nope!

Anyway, the GL_ARB_[fragment|vertex]_program is already working. The whole philosophy behind them is: those extensions wake up an interpretor, so the "program" gets translated into valid OpenGL commands (well -- internally). There is a caveat, though... A "program" may contain -- let's say -- cube mapping. So you advertise the shaders and Doom3 happily spits the "program" with cube mapping. Then the program executes until it has to do cube mapping; then it either takes a "Total Rasterization Fallback" or bails out.
I think most of the apps out there check for "program" extension and if present, they decide that all other extensions are available.

Title: Re: MesaFx Releases
Post by The Khan Artist on 29.01.04 at 19:39:58
Oh. Darn.  ;D

I still love you.  ;D

Title: Re: MesaFx Releases
Post by paulpsomiadis on 29.01.04 at 21:21:47
Watch it guys! ::)

Kahn seems DrUnK! :o


Quote:
I still love you!
:-*

...URP...BARF...HURL! (drank too much) :-[

Heheheheheh! ;D

Title: Re: MesaFx Releases
Post by Andrei Boiu on 13.02.04 at 10:09:55
The trilinear filtering seems a surprising achievemnt. How it has been done? Until now there were informations that the Voodoo's cand do trilinear hardware, but the driver arhitecture won't permit it.

Vertex and Pixel Shader. For pixel shader, how exactly can you lie the program to do something, because in general you can obtain nothing on certain light maps, or barely no lightning at all on objects visible, if you don't have pixel shader operations performed. Everything goes black, and that's it. At least in theory...

Is there a specific way in which Voodoo's card can lie that they have Hw TNL, as sometimes, if the coding is good, this can lead to a small performance gain, if the card can take more (or the processor).

Any future developments on texture compression are planned? Perhaps a PAL-8 texture transformation format from S3tc or DXT, excellent for V2,V3?

Anyway this is a very good achievement. I suppose that if you would have the time, you could go as up as OpenGL 2.0 compatibility, which is incredibble.

Title: Re: MesaFx Releases
Post by amp_man on 14.02.04 at 07:58:32

wrote on 13.02.04 at 10:09:55:
The trilinear filtering seems a surprising achievemnt. How it has been done? Until now there were informations that the Voodoo's cand do trilinear hardware, but the driver arhitecture won't permit it.


Haven't you paid any attention? Different driver architecture, duh.


Quote:
Vertex and Pixel Shader. For pixel shader, how exactly can you lie the program to do something, because in general you can obtain nothing on certain light maps, or barely no lightning at all on objects visible, if you don't have pixel shader operations performed. Everything goes black, and that's it. At least in theory...


As far as I know, you can't. Shaders on video cards are very powerful, about the equivalent to a P4 10GHz. There's a project on sourceforge to use the shaders to run C applications.


Quote:
Is there a specific way in which Voodoo's card can lie that they have Hw TNL, as sometimes, if the coding is good, this can lead to a small performance gain, if the card can take more (or the processor).


Well, since the card has absolutely no TnL unit, TnL cannot be done by the card! That's why there's 3D Analyzer!


Quote:
Any future developments on texture compression are planned? Perhaps a PAL-8 texture transformation format from S3tc or DXT, excellent for V2,V3?


Have you not heard the man?? NO COMPRESSION IN MESA!


Quote:
Anyway this is a very good achievement. I suppose that if you would have the time, you could go as up as OpenGL 2.0 compatibility, which is incredibble.


Maybe in software...

Sorry dan, I'll let you reply since you know much more about this then I could ever hope to, but I just had to respond, this ignorance really irks me at times.

Title: Re: MesaFx Releases
Post by FalconFly on 21.02.04 at 02:16:52
Btw, the MesaFX 0.51h-FR (Fourth or Final? Release) I just found in the EMail Box.

After ~21 hours on my feet now & several hundred miles of Travel, I'm too tired to upload it today (barely fired up 30% of my Network).

It'll be online in ~12 hours when I'm sort of awake again ... ;)

Title: Re: MesaFx Releases
Post by dborca on 23.02.04 at 08:39:05

wrote on 14.02.04 at 07:58:32:
Sorry dan, I'll let you reply

It's okay! Thanks for the post!  :)

Title: Re: MesaFx Releases
Post by paulpsomiadis on 29.03.04 at 12:44:56
MesaFx 0.61 has some glitches at the mo... :'(

I've only tested with UT in OGL mode, but the following occurs... :P

1. Some of the text is missing. :(

2. You get odd/even line corruption on 'certain' textures from 'certain' angles (hard to explain without actually seeing it). ::)

That's all for now folks! ;)

Title: Re: MesaFx Releases
Post by dborca on 29.03.04 at 15:43:04

wrote on 29.03.04 at 12:44:56:
MesaFx 0.61 has some glitches at the mo... :'(

They all had... no?


Quote:
I've only tested with UT in OGL mode, but the following occurs... :P

Which UT? UT2004 worked okay for me!


Quote:
1. Some of the text is missing. :(

Look into GLViewer (or something) The "vertex_buffer_object" extension must be... erm... absent. This extension is ready, but seems to break UT2k4.


Quote:
2. You get odd/even line corruption on 'certain' textures from 'certain' angles (hard to explain without actually seeing it). ::)

I need a sshot!

Thanks!

Title: Re: MesaFx Releases
Post by paulpsomiadis on 30.03.04 at 00:04:21
No problemo! ;)

The UT I'm referring to is the ORIGINAL, not any of the fancy 'new' ones like 2K3 or 2K4... ::)

If you PM your email, I'll take a screenshot of BOTH problems and send you a ZIP of them... ;D

Cheers! :D

Title: Re: MesaFx Releases
Post by Andrew Boiu on 23.04.04 at 09:48:24
Although it might seem a bit late, I have to say that I have reconsidered Mesa Software Renderer situation.

After a series of test conducted with a group of software developers, and by testing thoroughly Mesa Software Renderer, it has become clear that Mesa is using properly the CPU extensions such as 3DNow!, and not falling short of using them, or using them partially. Even if the difference between turning on and off this features is hardly noticeable, the feature is worthwhile.

Having said that, I must say that I am sorry for my initial believes posted in here, that were having not enough reasons and software tests finalized, Daniel. I appreciate the heavy work being involved in writing and testing the code of Mesa. At this moment, with only a few problems, Mesa Software Renderer is the best OpenGL Software Renderer since SGI's, and no doubt it is the best 3dfx OpenGL being released until now, at least for compatibility.

Title: Re: MesaFx Releases
Post by FalconFly on 23.04.04 at 10:05:48
To the classic Unreal Tournament OpenGL Mode I have to add :

A myriad of Aplha- and Beta-level Renderers shipped with the Game, were included into the various Patches, or are free for Download from the UT Technology Page.

Since each of them is officially unsupported, Beta, and often (depending on Version) target specific shortcomings of certain Cards/Models... Any errors are likely caused by these Renderers, and not neccessarily by MesaFX.

Therefor, it is extremely important to identify the UT OGL Renderer used.

Better :
Since many of them won't even run by default on certain Cards (including current NVidia, Matrox, S3 or ATI Cards), I'd recommend using the one almost all UT Users are using.

Chris Dohnal's UT OGL Renderer :
http://cwdohnal.home.mindspring.com/utglr/

It is by far the most compatible, highest performance and best documented OpenGL Renderer existing for UT.
Best thing : it is still being developed and the Author is available for support :)

Title: Re: MesaFx Releases
Post by paulpsomiadis on 23.04.04 at 22:04:16
Oops! Yup - Falcon is correct! :o

This IS the renderer that I am using to run U.T. in OGL mode. ;D

And the 'glitches' are still present in the current release of Mesa for 3dfx... ::)

However, the renderer DOES work flawlessly with the 'standard' 3dfx OGL driver - it's just that Daniels Mesa driver is WAY faster. ;)

Hence why I'd prefer to use it if there weren't glitches! ::)

I'm in no hurry for a bugfix though - it'll be done "when it's done" as is the way of the coder! ;)

PEACE! 8)

Title: Re: MesaFx Releases
Post by Blazkowicz on 24.04.04 at 00:03:26

wrote on 23.04.04 at 10:05:48:
Chris Dohnal's UT OGL Renderer :
http://cwdohnal.home.mindspring.com/utglr/

It is by far the most compatible, highest performance and best documented OpenGL Renderer existing for UT.
Best thing : it is still being developed and the Author is available for support :)


I  had tried it and it wouldn't run on my voodoo5  :D (.761 ICD and others)
but I'm just happy with glide mode with 90 to 200fps

Title: Re: MesaFx Releases
Post by FalconFly on 24.04.04 at 00:59:57
Yep, for as long as you have the latest/fastest Glide on your 3dfx Card, there's no real reason to use OpenGL...
(with the exception of the nice S3TC Textures of course)

Title: Re: MesaFx Releases
Post by The Khan Artist on 26.05.04 at 17:55:17
MesaFX 6.1.0.4 is out, as of 07 May.


Quote:
This new release fix HITMAN 2 issue and have some speed improvement.


[url]http:// www.geocities.com/dborca/mesa/MesaFX-6.1.0.4.zip[/url]

edit : sorry, link broken : Geocities account was offline

Title: Re: MesaFx Releases
Post by FalconFly on 26.05.04 at 18:53:40
Please don't link directly to Files (especially, since his Geocities Account is very Traffic Limited ::)

Link to the Download Page instead...

(I'll include it into the Archive ASAP ;) )

Title: Re: MesaFx Releases
Post by FalconFly on 08.06.04 at 10:38:55
MesaFX V0.6.1.0.6 online ;D

...the new Release fixes the Game Babylon
...Temporal AntiAliasing now supported for Voodoo4/5
...now ships with a nifty MesaFX Control Panel

Title: Re: MesaFx Releases
Post by paulpsomiadis on 19.06.04 at 01:47:45
Whoo! UT is working nicely with the NEW MesaFx! ;D ;)

Ookay...time for some feedback... :P

GLITCHES (minor)

1. There's still a 'small' glitch during the intro sequence for UT. :P

The 'green' lights on the Liandri building show up as all WHITE! ::)

[Edit #2: - tested the new 6.1.0.9r3 MesaFX and the above glitch is GONE. Kudos again Daniel!] ;D 8)

2. Turning on temporal AA results in a loss of mouse pointer in UT. ::)

[EDIT: - mouse pointer can be regained by minimizing and maximizing the game after enabling TAA] ;)

But these are minor bugs considering the HERCULEAN efforts that Daniel has put into the driver... ;)

SUGGESTIONS

Another idea is to add a "TemporalAAMultiplier" value similar to that done by Radeon Cards. :D

This would allow for selecting the number of AA methods to choose from, thus reducing flickering at lower res/refresh rates. ;)

e.g. 1 =TAA Off, 2 =Two AA methods, 3= Three AA methods :)

Just a bit of food for thought... ;)

PEACE! 8)

Title: Re: MesaFx Releases
Post by FalconFly on 20.06.04 at 15:16:22
V0.6108 is online...


Quote:
Fixed :
ONI
Bloodrayne should work now

Title: Re: MesaFx Releases
Post by FalconFly on 20.06.04 at 15:40:11
Special .dll is Included into the Download now ;)

Title: Re: MesaFx Releases
Post by Sergio on 24.06.04 at 04:02:49
Just an extra comment..

Daniel release another opengl (same release 6.1.0.8) but this have fixes in the texture compression code. Fix problems with NWN textures and reduce the glitches in UT2k4, Homeworld, etc...

U can download it from daniel's webpage...

SaLuDoS  ;D

Title: Re: MesaFx 0.51 Releases
Post by VDX on 28.06.04 at 03:01:46
are you sure thats the right thread for this topic ???    i want to know if the problem with mesa and punkbuster will be fixed, if its not i cant use it, and the mesa really made a big difference but i know am kicked off call of duty multi player because of it so i had to delet it

Title: Re: MesaFx 0.51 Releases
Post by FalconFly on 28.06.04 at 09:46:04
The way I see it as of now, the Punkbuster Team actually does not seem to give a sh*t :(

Very unfortunate, but if these peeps don't do their job, there's nothing we can do :P

Title: Re: MesaFx 0.51 Releases
Post by VDX on 28.06.04 at 22:15:43
yes the email they sent me was pathetic, told me to use old driver even after i explained it too them, lazy a$$e$

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