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pavlor
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Re: Public release of MorphOS 3.2 Posted on 2-Jun-2013 8:41:27
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Joined: 10-Jul-2005 Posts: 9594
From: Unknown | | |
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| @Rose
Quote:
Superiority of OS4 noticed, now get back to OS4 threads crying how they are spoiled by MOS users. |
I corrected/amended wawa´s statement. There is no need to be agressive towards me. It is known fact that MorphOS 3D drivers are superior to OS4 drivers. |
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_analogkid_
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Re: Public release of MorphOS 3.2 Posted on 2-Jun-2013 9:39:01
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Joined: 22-Jun-2005 Posts: 182
From: Here and there | | |
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| @Develin
And some nice plugins for AmigaAMP / AmiNetRadio / MPlayer are using Warp3D, too.
Maybe Wazp3D could help? Last edited by _analogkid_ on 02-Jun-2013 at 09:39 AM.
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wawa
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Re: Public release of MorphOS 3.2 Posted on 2-Jun-2013 11:04:08
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Joined: 21-Jan-2008 Posts: 6259
From: Unknown | | |
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| @_analogkid_
Quote:
im not sure if mos version exists, but my guess is alain would compile one upon request. |
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itix
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Re: Public release of MorphOS 3.2 Posted on 2-Jun-2013 11:42:11
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Elite Member |
Joined: 22-Dec-2004 Posts: 3398
From: Freedom world | | |
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| @wawa
68k version exists but there is no WarpUp version of Wazp3D. _________________ Amiga Developer Amiga 500, Efika, Mac Mini and PowerBook |
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Rob
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Re: Public release of MorphOS 3.2 Posted on 2-Jun-2013 12:11:03
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Joined: 20-Mar-2003 Posts: 6353
From: S.Wales | | |
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itix
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Re: Public release of MorphOS 3.2 Posted on 2-Jun-2013 12:54:15
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Joined: 22-Dec-2004 Posts: 3398
From: Freedom world | | |
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| @Rob
That could work. _________________ Amiga Developer Amiga 500, Efika, Mac Mini and PowerBook |
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wawa
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Re: Public release of MorphOS 3.2 Posted on 2-Jun-2013 13:16:41
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Joined: 21-Jan-2008 Posts: 6259
From: Unknown | | |
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| @itix
i know about 68k vesion pretty well, ive once tested it a lot;) perhaps it could work under mos, and would be enough for backwards compatibility. warpup is unlikely since there is no warpup backend for gcc so far i know. imho its not worth to bother. Last edited by wawa on 02-Jun-2013 at 01:18 PM. Last edited by wawa on 02-Jun-2013 at 01:16 PM.
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itix
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Re: Public release of MorphOS 3.2 Posted on 2-Jun-2013 13:50:39
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Joined: 22-Dec-2004 Posts: 3398
From: Freedom world | | |
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| @wawa
You dont need WarpUp backend for GCC. Goa3D (name of Warp3D component in MorphOS) is compiled using a standard GCC from MorphOS SDK.
Wazp3D is confirmed to work in MorphOS but Wazp3D is less compatibile than Goa3D. _________________ Amiga Developer Amiga 500, Efika, Mac Mini and PowerBook |
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Leo
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Re: Public release of MorphOS 3.2 Posted on 2-Jun-2013 16:16:14
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Joined: 21-Aug-2003 Posts: 1597
From: Unknown | | |
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| Correct me if I'm wrong, but a Warp3D -> tinygl wrapper would solve the problem, right ?
How fesable is it ?
If this makes no sense feel free to correct me :) _________________ http://www.warpdesign.fr/ |
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wawa
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Re: Public release of MorphOS 3.2 Posted on 2-Jun-2013 16:22:43
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Joined: 21-Jan-2008 Posts: 6259
From: Unknown | | |
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| @itix
Quote:
Wazp3D is confirmed to work in MorphOS but Wazp3D is less compatibile than Goa3D. |
how about to cooperation with alain? maybe goa could be handed over to him if he was interested, which would improve software warp3d replacement and maybe allow for hardware accelerated wazp3d backend on ppc/68k platforms. just an idea. |
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Zylesea
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Re: Public release of MorphOS 3.2 Posted on 2-Jun-2013 21:07:35
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Joined: 16-Mar-2004 Posts: 2263
From: Ostwestfalen, FRG | | |
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| @Rob
Quote:
Rob wrote:
I think I mis-understood this bit "Intuition"> "Updated to handle R300 3D support" is this just support for layers3D or whatever MorphOS equivalent of the OS4.1 compositing is called. |
MorphOS supports 3D (tinygl) for R300 cards as well as it supports enhanced display for R300. But there's no rave3d (old 3D library for MorphOS) for R300 and hence no Goa3D (a wrapper dor W3D for Rave3D). That's a bit odd, albeit not very. The only interesting W3D game for which no tinygl version exitsts is WO2097 - and that works fine with FPSE (uses tinygl). To keep maximum compability it would be cool though if a W3D wrapper for tinygl will be added later on. _________________ My programs: via.bckrs.de MorphOS user since V0.4 (2001) |
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pavlor
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Re: Public release of MorphOS 3.2 Posted on 2-Jun-2013 21:22:18
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Joined: 10-Jul-2005 Posts: 9594
From: Unknown | | |
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| @Zylesea
Quote:
The only interesting W3D game for which no tinygl version exitsts is WO2097 |
What about Heretic II? However, that would be still only two interesting games. |
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wawa
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Re: Public release of MorphOS 3.2 Posted on 2-Jun-2013 22:08:21
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Joined: 21-Jan-2008 Posts: 6259
From: Unknown | | |
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| @pavlor
personally i dont understand why anyone wuld bother with rewriting the apps to adopt them to w3d api, given they were opengl before. Last edited by wawa on 02-Jun-2013 at 10:09 PM.
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Crumb
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Re: Public release of MorphOS 3.2 Posted on 3-Jun-2013 9:14:28
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Elite Member |
Joined: 12-Mar-2003 Posts: 2209
From: Zaragoza (Aragonian State) | | |
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| @Zylesea
There are a bunch of interesting Warp3D demos done by MadWizards, Potion... perhaps setting a resolution like 640x480 software rendering would be more feasible. The good point is that Planet Potion could work even if your gfx card doesn't support Permedia2 like textures. _________________ The only spanish amiga news web page/club: CUAZ |
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thellier
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Re: Public release of MorphOS 3.2 Posted on 3-Jun-2013 9:25:54
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Joined: 2-Nov-2009 Posts: 263
From: Paris | | |
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| @all
1) I dont have a Morphos machine so i wont compile Wazp3D for Morphos :-/
Seems that Wazp3D-68k works on Morphos but I suppose it is too slow to be usefull...
2) Perhaps someone can recompile Waz3D as a Morphos .library ==> it will need to change Wazp3D_lib_ppc.c (that contain the os4specific .library header) for a Morphos one
3) Also Wazp3D may use OpenGL as renderer: Wazp3D for WINUAE use hardware OpenGL but also Aros version use hardware OpenGL
So recompiling Wazp3D for a Morphos with hardware OpenGL is possible See wazp3D.h #define USEOPENGL 1
Anyway I dont have a Morphos machine so i wont do it myself...
Alain Thellier - Wazp3D
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Boot_WB
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Re: Public release of MorphOS 3.2 Posted on 3-Jun-2013 11:31:30
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Super Member |
Joined: 14-Feb-2006 Posts: 1134
From: Kingston upon Hull, UK | | |
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| @thellier
Quote:
thellier wrote: @all
1) I dont have a Morphos machine so i wont compile Wazp3D for Morphos :-/
Seems that Wazp3D-68k works on Morphos but I suppose it is too slow to be usefull...
2) Perhaps someone can recompile Waz3D as a Morphos .library ==> it will need to change Wazp3D_lib_ppc.c (that contain the os4specific .library header) for a Morphos one
3) Also Wazp3D may use OpenGL as renderer: Wazp3D for WINUAE use hardware OpenGL but also Aros version use hardware OpenGL
So recompiling Wazp3D for a Morphos with hardware OpenGL is possible See wazp3D.h #define USEOPENGL 1
Anyway I dont have a Morphos machine so i wont do it myself...
Alain Thellier - Wazp3D
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Just to clarify in my own (limited) understanding, does this mean: All graphics operations would still be done in software, but output would via openGL (ie supporting overlay scaling in hardware where available as a bonus). I'm guessing that Wazp3D with OpenGL support doesn't mean a warp3D>OpenGL wrapper with opengl doing the heavy maths._________________ Troll - n., A disenfranchised former potential customer who remains interested enough to stay informed and express critical opinions. opp., the vast majority who voted silently with their feet. |
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thellier
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Re: Public release of MorphOS 3.2 Posted on 3-Jun-2013 14:44:48
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Joined: 2-Nov-2009 Posts: 263
From: Paris | | |
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| @Boot_WB
>All graphics operations would still be done in software, but output would via openGL NO All graphics operations would be done via openGL
>overlay scaling in hardware NO not only that but all graphics operations would be done via openGL
>Wazp3D with OpenGL support doesn't mean a warp3D>OpenGL wrapper with opengl doing the heavy maths. OpenGL will draw the triangles But the lighting and transformation will still be done in software
Alain Thellier
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Boot_WB
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Re: Public release of MorphOS 3.2 Posted on 3-Jun-2013 21:25:54
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Super Member |
Joined: 14-Feb-2006 Posts: 1134
From: Kingston upon Hull, UK | | |
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| @thellier
Quote:
OpenGL will draw the triangles But the lighting and transformation will still be done in software |
Thanks for the insight, that's takes much more advantage of OpenGL than I'd hoped. It'll be interesting to see that in action. Are textures (or polygon filling) offloaded to OpenGL, or is that also in software?
PS - Forgive any stupidity in the questions, my insight into opengl (... and programming in general...) is extremely limited._________________ Troll - n., A disenfranchised former potential customer who remains interested enough to stay informed and express critical opinions. opp., the vast majority who voted silently with their feet. |
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thellier
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Re: Public release of MorphOS 3.2 Posted on 4-Jun-2013 8:54:48
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Regular Member |
Joined: 2-Nov-2009 Posts: 263
From: Paris | | |
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| @Boot_WB
Of course for doing that Morphos will need to have an hardware OpenGL Dont know if it is the case...
Alain |
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Fab
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Re: Public release of MorphOS 3.2 Posted on 4-Jun-2013 10:15:42
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Super Member |
Joined: 17-Mar-2004 Posts: 1178
From: Unknown | | |
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| @thellier
MorphOS has hardware OpenGL support for Radeons up to r9800 and voodoos. |
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