Hi,
I tested GTA3 again, but this time with the latest cvs. GTA3 runs much faster now
good news i have done little optimisations on surface locking and it seems working better now :)
and produces only one error: fixme:d3d:IDirect3DDevice8Impl_SetCurrentTexturePalette (0x402fc60) : stub
Again, no in-game textures are being shown, only polygons and colors. The only texture that is being shown is the title of the game in the game menu.
yes we know, we haven't implemented palette Textures support yet. It's not too difficult to do in opengl, i'll look next days how to get it working. But first i have to find a gta3 demo (and find some space in my hard drive)
Regards, Raphael
On Wed, May 14, 2003 at 02:34:21PM +0200, fenix@club-internet.fr wrote:
yes we know, we haven't implemented palette Textures support yet. It's not too difficult to do in opengl, i'll look next days how to get it working. But first i have to find a gta3 demo (and find some space in my hard drive)
Well, you can look how we do it in the D3D7 code :-)
There is an (inactive) GL code path using the paletted texture extension and the emulated code path (which works just fine :-) ).
Lionel
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Le Mercredi 14 Mai 2003 16:31, Lionel Ulmer a écrit :
On Wed, May 14, 2003 at 02:34:21PM +0200, fenix@club-internet.fr wrote:
yes we know, we haven't implemented palette Textures support yet. It's not too difficult to do in opengl, i'll look next days how to get it working. But first i have to find a gta3 demo (and find some space in my hard drive)
Well, you can look how we do it in the D3D7 code :-)
why not ;)
There is an (inactive) GL code path using the paletted texture extension and the emulated code path (which works just fine :-) ).
inactive ? why ? but i'll look at it
Lionel
Thx Raphael
inactive ? why ? but i'll look at it
It's inactive pending a rewrite of how we handle the GL extensions (ie storage of function pointers / capabilities / ...).
Moreover, at the time this was written, I think I had a board which did not support paletted textures :-)
Lionel