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DirectX VRAM-VRAM accelerated stretch blit
Evert
Member #794
November 2000
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Ok, proposed patch attached. It's basically the same one as the previous one except that the accelerated function is never called if the destination surface is a memory bitmap.

Quote:

A little bit here, a little bit there :) I guess if you call the function 60 times a second for each of 300 sprites on your screen, those 10 lines of additions might add up to a tiny saving?

I highly doubt it; moreso because the likely case is that the function does work properly. But if you can show some benchmarks that clearly show an improvement, then by all means share them!

A J
Member #3,025
December 2002
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sorry to appear like a complete moron, but i got somewhat lost in all the above banter, it all sounds good thou!

can you tell me: Does this patch do Vram->Vram accelerated bliting?

as far as i can decipher, some problem occured that has left it in a "depends on your grafix card" answer... which (vram-> sys-> mem->) acceleration is working, and which ones are "depends on your gfx card" ?

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Evert
Member #794
November 2000
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Quote:

can you tell me: Does this patch do Vram->Vram accelerated bliting?

No, that's been in there since... forever.
It does do hardware accelerated vram->vram stretch blits though.

Quote:

which (vram-> sys-> mem->) acceleration is working

All of them, in principle. Some cards may have issues with {sys,vram}<->{sys,vram} blitting, but that's something someone else will need to look into to work around or fix.

A J
Member #3,025
December 2002
avatar

sorry; thats what i meant; accelerated vram-vram strech blit... that is fantastic news, well done everyone.

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The more you talk, the more AJ is right. - ML

Neil Walker
Member #210
April 2000
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It's done accelerated vram-vram for a while AJ, just there kept popping up new errors as I've been testing. This last fix, was to stop it from crashing when you mix memory and system/video bitmaps.

Thanks, Evert, I'll try the code tonight, I've been busy decorating to try much the last few days.

Once it's all working I was planning on doing some benchmarks on the various bitmap types (memory, system, video) and see how they cope under light and heavy stressing and how they work using different combinations (e.g. vram->memory, system->bitmap, etc).

Neil.
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A J
Member #3,025
December 2002
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Neil, not sure if you've been following my other thread
http://www.allegro.cc/forums/thread/560858
i have some SSE2 code that im trying out for mem->mem blit that is fast, and the rectfill stuff too.

I'd be very interested in seeing your benchmark results.
espeacially showing different stress levels.

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The more you talk, the more AJ is right. - ML

Neil Walker
Member #210
April 2000
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That code change works, Evert, check the code in there are zero bugs for all permutations
:):):):):):):):):):):):):):):):):):):):):):):):):)

The only thing that doesn't work is the odd halo effect on vram-vram stretching. Thomas seems to think it is a bug. However, a bug is a bug is a thing that won't work for people. What to do?

Anyway, attached is a windows alleg42.dll (and updated gfx.h) if anyone wants to use the new accelerated stretching and correct destruction of system sub-bitmaps.

Neil.
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A J
Member #3,025
December 2002
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Neil, is this vram->vram stretching halo thing look bad ?

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Neil Walker
Member #210
April 2000
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Yes. Do you want me to attach an example program showing it? It could be a good test to see if it is on some machines only.

Either way, it sort of defeats the object of accelerated stretching when you can't stretch vram-vram!

Neil.
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GullRaDriel
Member #3,861
September 2003
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attach the example neil, i'll have time to test.

"Code is like shit - it only smells if it is not yours"
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Neil Walker
Member #210
April 2000
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Attached is almost everything you need and it will start by default with video buffer (paging) and store the bitmaps to show as video.

On running you should see the larger three ufo's and they should have a magenta edge to them. The full magenta one is fine as that is a stretch_blit. The little sprites to the right should be fine as they aren't stretched.

The top line should also state that it is in paging mode. If it doesn't and says double buffer, it means creating screen video bitmaps failed.

Also, if you do not get the effect, press ESCape and open up the produced 'animation.log' file. You should see an entry that says how the graphics were created, i.e.

normal: Animation Frame Constructor: sheet.bmp
normal: sheet.bmp Image: 0xacc3c0
normal: Bitmap wanted to be Video
normal: Got video

Now, to see it working properly, edit the config.xml file and change the entry: graphicsmode="2" to graphicsmode="0". This will change the buffer from video paging to memory double buffering.

If you want to see how other permutations work you can change this to 1 for system double buffering, 3 for triple buffering (though you will have to change the 'autodetect' to 'fullscreen'), and you can edit the animations.xml file to change teh actual bitmaps, i.e. find the global/bmp_type and change it from 3 to another value. 1 is memory, 2 is system, 3 is video.

Neil.
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GullRaDriel
Member #3,861
September 2003
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I don't see the wrong pixel, even in fullscreen mode.

animation:

#SelectExpand
1normal: Animation Library Constructor 2normal: Animation FPS set to 60 3normal: Maximum animation graphic will be 3 4normal: Animation Not using FBlend. 5normal: -------------- 6normal: Loading Animation XML: 'animations.xml' 7normal: -------------- 8normal: Destroying All Animations 9normal: Reading Globals 10normal: Reading Single Graphics First 11normal: Adding single bitmap: sheet.bmp 12normal: Animation Frames Constructor: master 13normal: Animation Frame Constructor: sheet.bmp 14normal: sheet.bmp Image: 0xbfb5a8 15normal: Bitmap wanted to be Video 16normal: Got video 17normal: New Image after video conversion is 0xbdc9c8 18normal: PPCOL To Be Created 19normal: Creating PPCOL_MASK 20normal: PPCOL created. 21normal: Animation frame added: sheet.bmp : 0xbdc9c8 22normal: Graphic item success, adding to list 23normal: animation: master framewait set from ms and fps 24normal: animation master added 25normal: Graphic Animation item success, adding to list 26normal: animation master added 27normal: Adding single bitmap: logo.bmp 28normal: Animation Frames Constructor: logo 29normal: Animation Frame Constructor: logo.bmp 30normal: logo.bmp Image: 0xbfb228 31normal: Bitmap wanted to be Video 32normal: Got video 33normal: New Image after video conversion is 0xbfb0d0 34normal: PPCOL To Be Created 35normal: Creating PPCOL_MASK 36normal: PPCOL created. 37normal: Animation frame added: logo.bmp : 0xbfb0d0 38normal: Graphic item success, adding to list 39normal: animation: logo framewait set from ms and fps 40normal: animation logo added 41normal: Graphic Animation item success, adding to list 42normal: animation logo added 43normal: finished loading graphics OK 44normal: Reading Animations 45normal: Animation Frames Constructor: ufo 46normal: Animation Frame Constructor: 47normal: Sub-Bitmap is tiled from a master and uses that bitmap type 48normal: Master image is 0xbdc9c8 49normal: tile x/y: 0,0 W/H: 32,32 Calc X/Y: 0,0 Image: 0xbd5b10 50normal: Parent image is: sheet.bmp 51normal: bitmap type is Video as this Sub-Bitmap's parent is Video 52normal: Sub-Bitmap created 53normal: PPCOL To Be Created 54normal: Creating PPCOL_MASK 55normal: PPCOL created. 56normal: Animation frame added: : 0xbd5b10 57normal: Animation item success, adding to list 58normal: animation: ufo framewait set from ms and fps 59normal: animation ufo added 60normal: Animation Frame Constructor: 61normal: Sub-Bitmap is tiled from a master and uses that bitmap type 62normal: Master image is 0xbdc9c8 63normal: tile x/y: 1,0 W/H: 32,32 Calc X/Y: 32,0 Image: 0xbd4508 64normal: Parent image is: sheet.bmp 65normal: bitmap type is Video as this Sub-Bitmap's parent is Video 66normal: Sub-Bitmap created 67normal: PPCOL To Be Created 68normal: Creating PPCOL_MASK 69normal: PPCOL created. 70normal: Animation frame added: : 0xbd4508 71normal: Animation item success, adding to list 72normal: animation ufo added 73normal: Animation Frame Constructor: 74normal: Sub-Bitmap is tiled from a master and uses that bitmap type 75normal: Master image is 0xbdc9c8 76normal: tile x/y: 2,0 W/H: 32,32 Calc X/Y: 64,0 Image: 0xbfb880 77normal: Parent image is: sheet.bmp 78normal: bitmap type is Video as this Sub-Bitmap's parent is Video 79normal: Sub-Bitmap created 80normal: PPCOL To Be Created 81normal: Creating PPCOL_MASK 82normal: PPCOL created. 83normal: Animation frame added: : 0xbfb880 84normal: Animation item success, adding to list 85normal: animation ufo added 86normal: Animation Frame Constructor: 87normal: Sub-Bitmap is tiled from a master and uses that bitmap type 88normal: Master image is 0xbdc9c8 89normal: tile x/y: 3,0 W/H: 32,32 Calc X/Y: 96,0 Image: 0xbfba68 90normal: Parent image is: sheet.bmp 91normal: bitmap type is Video as this Sub-Bitmap's parent is Video 92normal: Sub-Bitmap created 93normal: PPCOL To Be Created 94normal: Creating PPCOL_MASK 95normal: PPCOL created. 96normal: Animation frame added: : 0xbfba68 97normal: Animation item success, adding to list 98normal: animation ufo added 99normal: Animation Frame Constructor: 100normal: Sub-Bitmap is tiled from a master and uses that bitmap type 101normal: Master image is 0xbdc9c8 102normal: tile x/y: 4,0 W/H: 32,32 Calc X/Y: 128,0 Image: 0xbfbc98 103normal: Parent image is: sheet.bmp 104normal: bitmap type is Video as this Sub-Bitmap's parent is Video 105normal: Sub-Bitmap created 106normal: PPCOL To Be Created 107normal: Creating PPCOL_MASK 108normal: PPCOL created. 109normal: Animation frame added: : 0xbfbc98 110normal: Animation item success, adding to list 111normal: animation ufo added 112normal: Animation Frame Constructor: 113normal: Sub-Bitmap is tiled from a master and uses that bitmap type 114normal: Master image is 0xbdc9c8 115normal: tile x/y: 5,0 W/H: 32,32 Calc X/Y: 160,0 Image: 0xbfbef0 116normal: Parent image is: sheet.bmp 117normal: bitmap type is Video as this Sub-Bitmap's parent is Video 118normal: Sub-Bitmap created 119normal: PPCOL To Be Created 120normal: Creating PPCOL_MASK 121normal: PPCOL created. 122normal: Animation frame added: : 0xbfbef0 123normal: Animation item success, adding to list 124normal: animation ufo added 125normal: Animation Frame Constructor: 126normal: Sub-Bitmap is tiled from a master and uses that bitmap type 127normal: Master image is 0xbdc9c8 128normal: tile x/y: 6,0 W/H: 32,32 Calc X/Y: 192,0 Image: 0xbdbaf0 129normal: Parent image is: sheet.bmp 130normal: bitmap type is Video as this Sub-Bitmap's parent is Video 131normal: Sub-Bitmap created 132normal: PPCOL To Be Created 133normal: Creating PPCOL_MASK 134normal: PPCOL created. 135normal: Animation frame added: : 0xbdbaf0 136normal: Animation item success, adding to list 137normal: animation ufo added 138normal: Animation Frame Constructor: 139normal: Sub-Bitmap is tiled from a master and uses that bitmap type 140normal: Master image is 0xbdc9c8 141normal: tile x/y: 7,0 W/H: 32,32 Calc X/Y: 224,0 Image: 0xbdbd20 142normal: Parent image is: sheet.bmp 143normal: bitmap type is Video as this Sub-Bitmap's parent is Video 144normal: Sub-Bitmap created 145normal: PPCOL To Be Created 146normal: Creating PPCOL_MASK 147normal: PPCOL created. 148normal: Animation frame added: : 0xbdbd20 149normal: Animation item success, adding to list 150normal: animation ufo added 151normal: Animation item success, adding to list 152normal: animation ufo added 153normal: Animation Frames Constructor: fuel 154normal: Using sequence count for tiles 155normal: Animation Frame Constructor: sheet.bmp 156normal: Sub-Bitmap is tiled from a master and uses that bitmap type 157normal: Master image is 0xbdc9c8 158normal: tile x/y: 0,0 W/H: 24,24 Calc X/Y: 0,32 Image: 0xbdbfb8 159normal: Parent image is: sheet.bmp 160normal: bitmap type is Video as this Sub-Bitmap's parent is Video 161normal: Sub-Bitmap created 162normal: PPCOL To Be Created 163normal: Creating PPCOL_MASK 164normal: PPCOL created. 165normal: Animation frame added: sheet.bmp : 0xbdbfb8 166normal: Animation item success, adding to list 167normal: animation: fuel framewait set from ms and fps 168normal: animation fuel added 169normal: Animation Frame Constructor: sheet.bmp 170normal: Sub-Bitmap is tiled from a master and uses that bitmap type 171normal: Master image is 0xbdc9c8 172normal: tile x/y: 1,0 W/H: 24,24 Calc X/Y: 24,32 Image: 0xbdc160 173normal: Parent image is: sheet.bmp 174normal: bitmap type is Video as this Sub-Bitmap's parent is Video 175normal: Sub-Bitmap created 176normal: PPCOL To Be Created 177normal: Creating PPCOL_MASK 178normal: PPCOL created. 179normal: Animation frame added: sheet.bmp : 0xbdc160 180normal: Animation item success, adding to list 181normal: animation fuel added 182normal: Animation Frame Constructor: sheet.bmp 183normal: Sub-Bitmap is tiled from a master and uses that bitmap type 184normal: Master image is 0xbdc9c8 185normal: tile x/y: 2,0 W/H: 24,24 Calc X/Y: 48,32 Image: 0xbdc350 186normal: Parent image is: sheet.bmp 187normal: bitmap type is Video as this Sub-Bitmap's parent is Video 188normal: Sub-Bitmap created 189normal: PPCOL To Be Created 190normal: Creating PPCOL_MASK 191normal: PPCOL created. 192normal: Animation frame added: sheet.bmp : 0xbdc350 193normal: Animation item success, adding to list 194normal: animation fuel added 195normal: Animation Frame Constructor: sheet.bmp 196normal: Sub-Bitmap is tiled from a master and uses that bitmap type 197normal: Master image is 0xbdc9c8 198normal: tile x/y: 3,0 W/H: 24,24 Calc X/Y: 72,32 Image: 0xbdc540 199normal: Parent image is: sheet.bmp 200normal: bitmap type is Video as this Sub-Bitmap's parent is Video 201normal: Sub-Bitmap created 202normal: PPCOL To Be Created 203normal: Creating PPCOL_MASK 204normal: PPCOL created. 205normal: Animation frame added: sheet.bmp : 0xbdc540 206normal: Animation item success, adding to list 207normal: animation fuel added 208normal: Animation item success, adding to list 209normal: animation fuel added 210normal: finished loading animations 211normal: Animation Library Destructor 212normal: Destroying All Animations 213normal: Animation Frames Destructor: fuel 214normal: Animation Frame Destructor: A Sub: sheet.bmp:0xbdbfb8 215normal: Mask Deleted 216normal: Animation Frame Destructor: A Sub: sheet.bmp:0xbdc160 217normal: Mask Deleted 218normal: Animation Frame Destructor: A Sub: sheet.bmp:0xbdc350 219normal: Mask Deleted 220normal: Animation Frame Destructor: A Sub: sheet.bmp:0xbdc540 221normal: Mask Deleted 222normal: Animation Frames Destructor: logo 223normal: Animation Frame Destructor not destroying image yet as a File not a subbitmap: logo.bmp:0xbfb0d0 224normal: Mask Deleted 225normal: Animation Frames Destructor: master 226normal: Animation Frame Destructor not destroying image yet as a File not a subbitmap: sheet.bmp:0xbdc9c8 227normal: Mask Deleted 228normal: Animation Frames Destructor: ufo 229normal: Animation Frame Destructor: A Sub: :0xbd5b10 230normal: Mask Deleted 231normal: Animation Frame Destructor: A Sub: :0xbd4508 232normal: Mask Deleted 233normal: Animation Frame Destructor: A Sub: :0xbfb880 234normal: Mask Deleted 235normal: Animation Frame Destructor: A Sub: :0xbfba68 236normal: Mask Deleted 237normal: Animation Frame Destructor: A Sub: :0xbfbc98 238normal: Mask Deleted 239normal: Animation Frame Destructor: A Sub: :0xbfbef0 240normal: Mask Deleted 241normal: Animation Frame Destructor: A Sub: :0xbdbaf0 242normal: Mask Deleted 243normal: Animation Frame Destructor: A Sub: :0xbdbd20 244normal: Mask Deleted 245normal: Destroying non subbitmap logo.bmp : 0xbfb0d0 246normal: done deleting 247normal: Destroying non subbitmap sheet.bmp : 0xbdc9c8 248normal: done deleting

animationslogdebug:

#SelectExpand
1GLOBALS (defaults) 2AutoMove: 1, frame wait: -1, millisecond wait: 100, fps: 60 3Loop types: LOOP_INVALID=-1, LOOP_START=0,LOOP_REVERSEREPEAT=1,LOOP_REVERSEONCE=2, LOOP_REVERSEBACK=3, LOOP_ONCE=4 4Loop type: 1, depth: 32 5 6ANIMATIONS 7 8id: fuel, default frame wait: 6, default millisec wait: 100, default loop: 1 9 Animation Frames 10 11id: logo, default frame wait: 6, default millisec wait: 100, default loop: -1 12 Animation Frames 13 14id: master, default frame wait: 6, default millisec wait: 100, default loop: 1 15 Animation Frames 16 17id: ufo, default frame wait: 6, default millisec wait: 100, default loop: 0 18 Animation Frames

config:

#SelectExpand
1Framework initialising with XML file 2----------------------------------------- 3Configuration object created using file 4Initialising Configuration using config.xml 5Processing config file (loaded and parsed ok). Checking attribute syntax. 6 fps: wanted 60 got 60 7 Match Refresh Rate: wanted 0 got 0 8 Debug: wanted 1 got 1 9 Mouse: wanted 1 got 1 10 Keyboard: wanted 1 got 1 11 Joystick: wanted 0 got 0 12 Sound: wanted 1 got 1 13 Midi: wanted 1 got 1 14 AutoWriteMain: wanted 0 got 0 15 AutoWriteCustom: wanted 0 got 0 16 Width: wanted 640 got 640 17 Height: wanted 480 got 480 18 Vsync: wanted 0 got 0 19 Depth: wanted 32 got 32 20 DepthFallback: wanted 16 got 16 21 WindowMode: wanted windowed got windowed 22 WindowFallback: wanted -1 got -1 23 GraphicsMode: wanted 2 got 2 24 MaxSamples: wanted 32 got 32 25 SoundVolume: wanted 150 got 150 26 MusicVolume: wanted 128 got 128 27 28--------------- 29Custom Strings 30message has the value this line is taken from the config.xml file 31 32--------------- 33Custom Ints 34 35--------------- 36Custom Floats 37 38END OF CONFIGURATION INITIALISATION 39 40----------------------------------------- 41------------------------------ 42Allegro system starting 43------------------------------ 44initialise keyboard 45joystick skipped 46initialise mouse 47Sound samples available - detect_digi success 48Sound MIDI available - detect_midi success 49Sound installed correctly 50Actual UseSound is true. Fully Successful 51Actual UseMidi is true. Fully Successful 52Graphics will not be capped, e.g. slow VRAM->MEMORY will be honoured 53depth set to 32 54Graphic selected as windowed. w/h set as 640/480 55auto mode first tried 56windowed mode selected 57Newer Allegro system that does text transparency inline found. 58No change required, however system returned the refresh rate as 59 59Switch mode set to PAUSE 60------------------------------ 61Allegro system startup successful 62------------------------------ 63framework initialised and in graphics mode 64Got Paged Buffering 65Sub System Finished initialising 66The graphics mode the system got was the one the configuration wanted 67Loading animations 68Maximum graphics type for loaded graphics/animations will be VIDEO as no capping is active 69WARNING: Unless patched (or version >4.2) and sheet graphics are used, they will fail to display properly 70-------------------------------- 71Framework initialisation success 72-------------------------------- 73FPS timer created 74game timer created 75digi purge timer created 76----------------------------------------------- 77Framework sub-system success. Calling game loop 78----------------------------------------------- 79ESCape will abort immediately 80Game Loop Ended 81----------------------------------------------- 82Gameloop ended. Returning back to calling program 83----------------------------------------------- 84Destroying Framework From Destructor 85Configuration object being deleted 86Auto Flush main off so not writing back main values. Assumes manual Flush 87Auto Flush custom off so not writing back main values. Assumes manual Flush 88allegro destructor called. 89Animation object being deleted 90freeing graphic buffer 91freeing graphic buffer 92not freeing graphic buffer as null. This is normal.

Test log only says started and finished :p

Do you see something anormal ? do you wanna me make some test with special graficmode || bitmap value ?

"Code is like shit - it only smells if it is not yours"
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Evert
Member #794
November 2000
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Quote:

On running you should see the larger three ufo's and they should have a magenta edge to them.

It's my understanding that the purple outline is a DX bug that may or may not show up on your system.
Maybe there's something like anti-aliasing or smoothing that can be switched off to get it to work properly?

Neil Walker
Member #210
April 2000
avatar

It seems then that the 'this feature is card specific and may or may not work as expected' property of the stretch function is active, i.e. it may or may not work on all computers. Maybe more people testing would help? Either way, do we (i.e. the Allegro coders) need to address this? maybe a flag in the stretch function to say whether to use accelerated stretching? This fault was found by Thomas Harte in a DX forum so I can't be alone.

I can't seem to find any old DX reference guides to look for any disable anti-alias type flags.

I've got a GeForce 5200.

As an aside, this line seems odd though (its a call to get refresh rate):

system returned the refresh rate as 59

I thought all monitors/displays would return the usual 60, 70, 72, 75, 85, etc.

Neil.
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GullRaDriel
Member #3,861
September 2003
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I got a laptop. It's the refresh of the LCD screen, i can force it to 60 if you want.

I got a GeForce FX 5700 go. (maybe it can help to know where is the problem)

Can it be a driver issue ?

Have you test rolling back your drivers ?

"Code is like shit - it only smells if it is not yours"
Allegro Wiki, full of examples and articles !!

Evert
Member #794
November 2000
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Quote:

It seems then that the 'this feature is card specific and may or may not work as expected' property of the stretch function is active, i.e. it may or may not work on all computers.

You mean, DX may or may not support it properly despite claiming that it does? :P

Quote:

Maybe more people testing would help?

Maybe.

Quote:

Either way, do we (i.e. the Allegro coders) need to address this?

I say we (as in the developers) should do `something' with this. Either we need a reliable way to detect if the bug will show up or not, or we need a way to work around it. There might be some settings you can pass to DX (having to do with things like anti-aliasing or smoothing) to make it behave sanely. That, however, is something that someone who is using Windows will need to investigate and look into (as in, I'm not going to do it any time soon).

Quote:

maybe a flag in the stretch function to say whether to use accelerated stretching?

Right now, I think the code is such that you actually can disable it by masking it from gfx_capabilities. This is a hack though and if it works at all it's more by accident than a feature. There is no way in Allegro for the user to specify that he wants to use acceleration for some functions but not for others.

Quote:

I've got a GeForce 5200.

Windows and DX versions are probably relevant too.

GullRaDriel
Member #3,861
September 2003
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OK so,

It is working under my WindowsXpPro SP2,DirectX 9.0C

Grafic Card: GeForce Fx 5700 GO with 6.14.10.6212 drivers from nvidia.

"Code is like shit - it only smells if it is not yours"
Allegro Wiki, full of examples and articles !!

Neil Walker
Member #210
April 2000
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I've got dual boot XP, one with SP1 and one with SP2, one with DX8 and one with DX9 and they both fail. Sadly I can't try a different GeForce driver as I'm limited to what Toshiba supply.

It would be nice, however, if Allegro let you choose displays (will this ever be a feature?) as I have two outputs but allegro always forces itself to the primary display, I could then try it with a different video driver as each display has it's own driver installed (though fair enough the same card).

Quote:

I got a laptop. It's the refresh of the LCD screen, i can force it to 60 if you want.

Nah, it got nothing to do with the test, it just seemed odd that your laptop is saying 59 and not 60.

Neil.
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GullRaDriel
Member #3,861
September 2003
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Working nice on my WindowsXpPro SP1 Directx9c , Intel 8215G Express

"Code is like shit - it only smells if it is not yours"
Allegro Wiki, full of examples and articles !!

Neil Walker
Member #210
April 2000
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I've had it tested on:
Integrated Intel 82852 Graphics Controller
GeForce 7800 GTX
ATI Radeon X800XL

and they all work too.

Neil.
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GullRaDriel
Member #3,861
September 2003
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hmmm perhaps more a driver issue than a specific card or other.
Can you give me a link where i can download your non-working card drivers ?

"Code is like shit - it only smells if it is not yours"
Allegro Wiki, full of examples and articles !!

Neil Walker
Member #210
April 2000
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Firstly, someone tried it and it failed (hurrah, I'm not alone!). It was a NVIDIA Quatro NVS.

I changed the Windows display property/'Troubleshoot' option to disable all DirectDraw accelerations and it worked fine. It still created and used video bitmaps though. Sounds like a bug in something or other to me ;)

Anyway, It is a GeForce FX go5200 (i.e. the mobile version of 5200 series). The problem is I've tried downloading the latest from nvidia but it crashes my computer so I don't know whether it is a modified driver for the Toshiba M2 I've got or they've kept using an older driver because of bugs. Anyway the version I use is:

http://support.toshiba-tro.de/tools/Tecra/tm2/display-tm2-4644.zip

According to the property page, it is version 6.14 of the driver.

Neil.
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GullRaDriel
Member #3,861
September 2003
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Humpf. Have you tried to use one laptopvideo2go.com drivers ?

Try download one of them , you can found them there

And this topic
seems to be helpfull for your grafic driver.

Searching in the forum gave me this link where i found latest modded GeForce FX 5200 drivers

"Code is like shit - it only smells if it is not yours"
Allegro Wiki, full of examples and articles !!

A J
Member #3,025
December 2002
avatar

i just tested in on a Nvidia Geforce4 MX 440 AGPx8 desktop. AMD64
DX9.0c and it looks fine.

i also then tried it on my laptop:
Nvidia Geforce4 4200 Go (Dell Mobile) AGP x4 64MB
on a Pentium M.

and it looks fine, no halo, no purple crap anyway; looks good !

also tested an Geforce2 MX 100/200 and it was fine.

___________________________
The more you talk, the more AJ is right. - ML

Richard Phipps
Member #1,632
November 2001
avatar

I think this effect is visible in OpenGL with alpha channel rotated quads (at least it's visible in OpenLayer). I think Flad is going to add a function to preprocess the image to expand the edges so the edge blends to the normal colour rather than purple.

Would it not be possible to use something like this as a fallback option?



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