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/  Forum Index
   /  MorphOS Software
      /  Public release of MorphOS 3.2
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PosterThread
pavlor 
Re: Public release of MorphOS 3.2
Posted on 2-Jun-2013 8:41:27
#98 ]
Elite Member
Joined: 10-Jul-2005
Posts: 9594
From: Unknown

@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_ 
Re: Public release of MorphOS 3.2
Posted on 2-Jun-2013 9:39:01
#99 ]
Regular Member
Joined: 22-Jun-2005
Posts: 182
From: Here and there

@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 
Re: Public release of MorphOS 3.2
Posted on 2-Jun-2013 11:04:08
#100 ]
Elite Member
Joined: 21-Jan-2008
Posts: 6259
From: Unknown

@_analogkid_

Quote:
Maybe Wazp3D could help?


im not sure if mos version exists, but my guess is alain would compile one upon request.

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itix 
Re: Public release of MorphOS 3.2
Posted on 2-Jun-2013 11:42:11
#101 ]
Elite Member
Joined: 22-Dec-2004
Posts: 3398
From: Freedom world

@wawa

68k version exists but there is no WarpUp version of Wazp3D.

_________________
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Amiga 500, Efika, Mac Mini and PowerBook

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Rob 
Re: Public release of MorphOS 3.2
Posted on 2-Jun-2013 12:11:03
#102 ]
Elite Member
Joined: 20-Mar-2003
Posts: 6353
From: S.Wales

@itix

I don't know if it's useful but the is this driver.

http://aminet.net/package/driver/video/Warp3D_CPU_PPC

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itix 
Re: Public release of MorphOS 3.2
Posted on 2-Jun-2013 12:54:15
#103 ]
Elite Member
Joined: 22-Dec-2004
Posts: 3398
From: Freedom world

@Rob

That could work.

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Amiga 500, Efika, Mac Mini and PowerBook

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wawa 
Re: Public release of MorphOS 3.2
Posted on 2-Jun-2013 13:16:41
#104 ]
Elite Member
Joined: 21-Jan-2008
Posts: 6259
From: Unknown

@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 
Re: Public release of MorphOS 3.2
Posted on 2-Jun-2013 13:50:39
#105 ]
Elite Member
Joined: 22-Dec-2004
Posts: 3398
From: Freedom world

@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.

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Amiga 500, Efika, Mac Mini and PowerBook

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Leo 
Re: Public release of MorphOS 3.2
Posted on 2-Jun-2013 16:16:14
#106 ]
Super Member
Joined: 21-Aug-2003
Posts: 1597
From: Unknown

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 :)

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http://www.warpdesign.fr/

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wawa 
Re: Public release of MorphOS 3.2
Posted on 2-Jun-2013 16:22:43
#107 ]
Elite Member
Joined: 21-Jan-2008
Posts: 6259
From: Unknown

@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 
Re: Public release of MorphOS 3.2
Posted on 2-Jun-2013 21:07:35
#108 ]
Elite Member
Joined: 16-Mar-2004
Posts: 2263
From: Ostwestfalen, FRG

@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 
Re: Public release of MorphOS 3.2
Posted on 2-Jun-2013 21:22:18
#109 ]
Elite Member
Joined: 10-Jul-2005
Posts: 9594
From: Unknown

@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 
Re: Public release of MorphOS 3.2
Posted on 2-Jun-2013 22:08:21
#110 ]
Elite Member
Joined: 21-Jan-2008
Posts: 6259
From: Unknown

@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 
Re: Public release of MorphOS 3.2
Posted on 3-Jun-2013 9:14:28
#111 ]
Elite Member
Joined: 12-Mar-2003
Posts: 2209
From: Zaragoza (Aragonian State)

@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.

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The only spanish amiga news web page/club: CUAZ

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thellier 
Re: Public release of MorphOS 3.2
Posted on 3-Jun-2013 9:25:54
#112 ]
Regular Member
Joined: 2-Nov-2009
Posts: 263
From: Paris

@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 
Re: Public release of MorphOS 3.2
Posted on 3-Jun-2013 11:31:30
#113 ]
Super Member
Joined: 14-Feb-2006
Posts: 1134
From: Kingston upon Hull, UK

@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



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 
Re: Public release of MorphOS 3.2
Posted on 3-Jun-2013 14:44:48
#114 ]
Regular Member
Joined: 2-Nov-2009
Posts: 263
From: Paris

@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 
Re: Public release of MorphOS 3.2
Posted on 3-Jun-2013 21:25:54
#115 ]
Super Member
Joined: 14-Feb-2006
Posts: 1134
From: Kingston upon Hull, UK

@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 
Re: Public release of MorphOS 3.2
Posted on 4-Jun-2013 8:54:48
#116 ]
Regular Member
Joined: 2-Nov-2009
Posts: 263
From: Paris

@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 
Re: Public release of MorphOS 3.2
Posted on 4-Jun-2013 10:15:42
#117 ]
Super Member
Joined: 17-Mar-2004
Posts: 1178
From: Unknown

@thellier

MorphOS has hardware OpenGL support for Radeons up to r9800 and voodoos.

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