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Amigaworld.net News   Amigaworld.net News : Introducing Warp3D Nova for OS4
   posted by amigakit on 22-Mar-2016 17:13:35 (36299 reads)


Introducing Warp3D Nova
Shader based 3D graphics are finally a reality!

A-EON Technology Ltd is pleased to announce that a native 3D Shader-based API has been developed for OS4. Warp3D Nova has been the result of over nine months of hard work by graphics guru and AmigaDeveloper.com Team member, Hans De Ruiter. It offers significant opportunities for exciting advancements in 3D software running on the AmigaOS4 platform.



Why is Nova needed?

The original Warp3D API is over a decade old, and as a consequence, is not based around Shader technology and many related functions that modern graphics cards support. Modern 3D engines require Shaders and having this support on OS4 will remove more obstacles to porting games and applications from other platforms. To further ease porting from other systems, we have contracted Daniel Muessener (GoldenCode.eu) to develop an OpenGL ES 2.0 wrapper for the new Warp3D Nova.

In addition to the coding talents of Daniel, we have been in contact with other prominent 3D developers from across the Amiga community and provided them with early access to the software.


Warp3D Nova Features:

● A modern shader-based 3D graphics API for use by 3D software running on the AmigaOS 4 platform
● Supports vertex and fragment (pixel) shaders giving developers great freedom over lighting models, effects, vertex transformations, etc.
● Hardware accelerated Transformation, Clipping & Lighting (TCL) is implicitly supported (programmed via shaders)
● Uses the SPIR-V standard for shaders. A GLSL to SPIR-V compiler is included
● All rendering is done via Vertex Buffer Objects (VBOs) which can be stored in VRAM for high performance Render state stored in Render State Objects (RSOs). Having no global state avoids state thrashing, and allows multi-threaded rendering. Note: While there's no global state, a default RSO is allocated for convenience
● Includes an SDK with everything needed to start writing apps & games including examples ranging from querying hardware capabilities through to per-pixel lighting with normal mapping
● Can co-exist with the original Warp3D-SI & MiniGL

Special thanks go to Andy Broad for developing the glslangValidator tool.

Thanks also go to Kevin Saunders for the Warp3D Nova logo design and 3D modelling.

Warp3D Nova running under AmigaOS 4.1 Final Edition on an AmigaOne X1000: click here



Warp3D Nova libraries, SDK and tools
    

STORYID: 7687
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PosterThread
smf 
Re: Introducing Warp3D Nova for OS4
Posted on 23-Mar-2016 6:22:50
#61 ]
Regular Member
Joined: 15-Mar-2003
Posts: 333
From: Växjö, Sweden

I love it! Hans and the rest involved in this is KING.

I'm really glad i upgraded my Peg2 with the X5k, when i did it i tought that the only way i could get w3d again was if i installed some old pci graphics card. And then came the W3d drivers for southern island drivers and now also W3d Nova. Thank you everyone.

Let's hope we can get a few quality ports that uses this and in the long term even native developed software.

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gregthecanuck 
Re: Introducing Warp3D Nova for OS4
Posted on 23-Mar-2016 6:33:16
#62 ]
Cult Member
Joined: 30-Dec-2003
Posts: 846
From: Vancouver, Canada

And just for grins and giggles the Unity runtime for Android requires OpenGL ES 2.0 or later. I don't know how hard it is to port the Unity runtime or the licensing costs but wow that opens up a lot of possibilities!

Nice work Hans and team!!

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djrikki 
Re: Introducing Warp3D Nova for OS4
Posted on 23-Mar-2016 7:02:20
#63 ]
Elite Member
Joined: 22-Jun-2010
Posts: 2077
From: Grimsby, UK

Hi,

This announcement, like most users who bought into Acube's more 'recent' system the AmigaOne 500/SAM 460ex fitted with RV730 / 4000 series we were promised Gallium 3D support at the time. Will WarpUp Nova work on this graphic card?

If the answer is a no I would at the very least hope for an official apology for being led up the garden path and given and upgrade path given at a reduced price.


_________________

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BSzili 
Re: Introducing Warp3D Nova for OS4
Posted on 23-Mar-2016 7:02:40
#64 ]
Regular Member
Joined: 16-Nov-2013
Posts: 447
From: Unknown

Quote:
I have one word for you: Regal.

BTW, serious OpenGL games shouldn't be using glBegin()/glEnd(), as that's the old slow way. Vertex Buffer Objects (VBOs) is the way to get performance.

OpenGL ES 2.0 was chosen because it's the fastest path to a usable OpenGL implementation. GL ES2.0 ditches old legacy features such as the old fixed pipeline (and glBegin()/glEnd()), making implementing it so much easier. Plus, WebGL is based on GL ES 2.0, so WebGL will become a possiblity once Daniel is done. We just need someone to add it to Odyssey.

MESA does support multiple backends, so using Warp3D Nova as a backend instead of Gallium3D is an option for full OpenGL. The Regal project I mentioned above, is another.

Thanks for the tip about Regal. It could be used to implement a small MiniGL-compatible shim on top of the GLES 2.0 implementation. This would give a nice boost to already existing OpenGL 1.x games.


_________________
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kas1e 
Re: Introducing Warp3D Nova for OS4
Posted on 23-Mar-2016 7:03:14
#65 ]
Elite Member
Joined: 11-Jan-2004
Posts: 3549
From: Russia

Well .. After 10 years of waiting , something :) I know it will be Hans in end :) And cool that aeon recurit Daniel , he is skilled a lot too.

@Hans
Quote:

Plus, WebGL is based on GL ES 2.0, so WebGL will become a possiblity once Daniel is done. We just need someone to add it to Odyssey.


Adding of WebGL in odyssey matter of adding one more configuration switch on compiling stage, if, of course, webgl for us will be done same crossplatform way as everywhere (no platform specific changes will need it).

Have through few pragmatic questions:

1. What else need to be done, so SDL/OPENGL apps can be build with use of new w3d ? Is new changes in SDL need it ?

2. What else need to be done, so we can recompile simple OpenGL test cases from Nehe examples, but with use of new w3d ? Do we need port mesa first ?

3. I for example want to recompile LodePaint to use not only old Minigl, but also new w3d/opengl , a lot changes need it , or , backward compatiblity is here ?

4. Will be there wrapper, which will run al old stuff (old w3d , old minigl) thorugh new w3d ?


_________________
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VooDoo 
Re: Introducing Warp3D Nova for OS4
Posted on 23-Mar-2016 7:09:30
#66 ]
Super Member
Joined: 16-Jun-2003
Posts: 1503
From: Croatia

Great news :)


_________________
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kamelito 
Re: Introducing Warp3D Nova for OS4
Posted on 23-Mar-2016 7:41:34
#67 ]
Cult Member
Joined: 26-Jul-2004
Posts: 813
From: Unknown

Time for a Copper emulator.
Oh, by the way the logo is great!
Kamelito

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BSzili 
Re: Introducing Warp3D Nova for OS4
Posted on 23-Mar-2016 7:43:56
#68 ]
Regular Member
Joined: 16-Nov-2013
Posts: 447
From: Unknown

Quote:
Have through few pragmatic questions:

1. What else need to be done, so SDL/OPENGL apps can be build with use of new w3d ? Is new changes in SDL need it ?

2. What else need to be done, so we can recompile simple OpenGL test cases from Nehe examples, but with use of new w3d ? Do we need port mesa first ?

3. I for example want to recompile LodePaint to use not only old Minigl, but also new w3d/opengl , a lot changes need it , or , backward compatiblity is here ?

4. Will be there wrapper, which will run al old stuff (old w3d , old minigl) thorugh new w3d ?

There are a couple of options, none of them requires the existing applications to be recompiled:
- Port Mesa, and make a Warp3D Nova backend for it (e.g. you use Warp3D instead of Gallium3D, custom drivers, etc.)
- Port Regal, which implements OpenGL on top of the planned OpenGLES 2 layer. This is probably the easier option.
Once a full OpenGL implementation is in place, you need a small MiniGL compatible library on top of it. This will be a simple wrapper for binary compatibility.

Last edited by BSzili on 23-Mar-2016 at 07:45 AM.


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Overflow 
Re: Introducing Warp3D Nova for OS4
Posted on 23-Mar-2016 7:44:56
#69 ]
Super Member
Joined: 12-Jun-2012
Posts: 1628
From: Norway

Cant wait to see what Daniel comes up with once hes done with this engine!

And what magic the Hollywood developers can use this for with their development system.

Having a good driver/API foundation seems like a wise choice before pushing out Tabor boards.

Last edited by Overflow on 23-Mar-2016 at 08:22 AM.

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tommysammy 
Re: Introducing Warp3D Nova for OS4
Posted on 23-Mar-2016 8:10:21
#70 ]
Cult Member
Joined: 20-Jan-2010
Posts: 662
From: Isselburg,Germany

Now games like Doom3 Quake4 , ,newest Supertuxkart are possible for us.


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Birbo 
Re: Introducing Warp3D Nova for OS4
Posted on 23-Mar-2016 8:25:13
#71 ]
Cult Member
Joined: 5-Apr-2007
Posts: 594
From: Zurich, Switzerland

Thanks a lot to everyone involved.

Great news!


_________________
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Hans 
Re: Introducing Warp3D Nova for OS4
Posted on 23-Mar-2016 8:41:51
#72 ]
Elite Member
Joined: 27-Dec-2003
Posts: 5066
From: New Zealand

@kas1e

Quote:
Adding of WebGL in odyssey matter of adding one more configuration switch on compiling stage, if, of course, webgl for us will be done same crossplatform way as everywhere (no platform specific changes will need it).

Good to hear.

Quote:
Have through few pragmatic questions:

1. What else need to be done, so SDL/OPENGL apps can be build with use of new w3d ? Is new changes in SDL need it ?

SDL will probably need some sort of update to use Daniel's OpenGL ES 2.0 wrapper. Regal is an option for full OpenGL support.

I'm sure that someone will come up with a way to support both MiniGL & OpenGL ES 2, etc.

Quote:
2. What else need to be done, so we can recompile simple OpenGL test cases from Nehe examples, but with use of new w3d ? Do we need port mesa first ?

3. I for example want to recompile LodePaint to use not only old Minigl, but also new w3d/opengl , a lot changes need it , or , backward compatiblity is here ?

A few options:
- Update LodePaint/whatever's source code to use OpenGL ES 2.0; basically, use vertex arrays instead of glBegin()/glEnd(), and shaders instead of the OpenGL 1.x fixed pipeline
- Use Regal + Daniel's OpenGL ES 2.0 wrapper
- BSzili's suggestion of using Regal to create a "MiniGL shim" so LodePaint doesn't even need to be recompiled
- Add a Warp3D Nova backend to MESA, and recompile to use MESA instead of MiniGL

There's also the option of using Warp3D Nova directly, but I expect that most people will want to use OpenGL.

Quote:
4. Will be there wrapper, which will run al old stuff (old w3d , old minigl) thorugh new w3d ?

That's up to the community. I won't be writing such wrappers (too busy working on Warp3D Nova), but we have other talented developers that could make it happen.

Hans


_________________
http://hdrlab.org.nz/ - Amiga OS 4 projects, programming articles and more. Home of the RadeonHD driver for Amiga OS 4.x project.
https://keasigmadelta.com/ - More of my work.

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CGVRgeek 
Re: Introducing Warp3D Nova for OS4
Posted on 23-Mar-2016 9:02:17
#73 ]
New Member
Joined: 22-Mar-2016
Posts: 1
From: Austria

@Hans, @AmigaKit

Huge thank you to all involved!
For me that means I have to buy a new graphics card for my sam460ex.

I have two questions: does Warp 3D Nova support compute shaders and are there plans for supporting teselation shaders?

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ChrisH 
Re: Introducing Warp3D Nova for OS4
Posted on 23-Mar-2016 9:23:55
#74 ]
Elite Member
Joined: 30-Jan-2005
Posts: 6679
From: Unknown

@djrikki Quote:
This announcement, like most users who bought into Acube's more 'recent' system the AmigaOne 500/SAM 460ex fitted with RV730 / 4000 series we were promised Gallium 3D support at the time. Will WarpUp Nova work on this graphic card?

If the answer is a no I would at the very least hope for an official apology for being led up the garden path and given and upgrade path given at a reduced price.

Gallium 3D support was 'promised', and since it has not been cancelled (as far as we know) then there is nothing to apologise for. (Although I do personally think it was unwise to announce such a massive project so early in development.)

Warp 3D Nova is something new & nothing to do with Hyperion.

P.S. Since I myself bought a 4850 card (vote here!) for best Gallium 3D support, I'm certainly disappointed that the newer Warp3D stuff doesn't support it. However, I've been resigned to buying a new gfx card at some point...

Last edited by ChrisH on 23-Mar-2016 at 09:29 AM.


_________________
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gregthecanuck 
Re: Introducing Warp3D Nova for OS4
Posted on 23-Mar-2016 9:24:26
#75 ]
Cult Member
Joined: 30-Dec-2003
Posts: 846
From: Vancouver, Canada

Hans,

Are there any 'demo' applications or games planned for release at the same time, i.e. a "Doom" or "Quake" port or something else that demonstrates the capability of the new API?

Thanks

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ChrisH 
Re: Introducing Warp3D Nova for OS4
Posted on 23-Mar-2016 9:29:13
#76 ]
Elite Member
Joined: 30-Jan-2005
Posts: 6679
From: Unknown

@amigakit @Hans
Congratulations on getting so far with such a tricky project! Sounds like you have finished implementing the main features, and are mostly in the bug-fixing phase now?


_________________
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amigakit 
Re: Introducing Warp3D Nova for OS4
Posted on 23-Mar-2016 9:30:59
#77 ]
Amiga Kit
Joined: 28-Jun-2004
Posts: 2515
From: www.amigakit.com

Warp3D Nova running under AmigaOS 4.1 Final Edition on an AmigaOne X1000

https://youtu.be/G_STXjTaVoY


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Nicsoft 
Re: Introducing Warp3D Nova for OS4
Posted on 23-Mar-2016 9:33:47
#78 ]
Regular Member
Joined: 5-Sep-2004
Posts: 237
From: Sweden

@Hans
Quote:
Nope. The bulk of Radeon HD users have shifted to Radeon HD 7xxx+ series cards. Of course, I'd welcome drivers for older hardware, which is what the DDK is for.

Oops! New poll to me.

"Total Voters: 85". How many users does that site have?
Compared to this site: 5457 members. And AMIGA.org 15 453 members...

Further on regarding Sam460ex, Sam460cr and AmigaOne 500...
The Acube de facto standard regarding graphics cards, have been: Acube Peripherals & Accessories

So I hope that the above, is taken in consideration!

Last edited by Nicsoft on 24-Mar-2016 at 09:21 PM.

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OlafS25 
Re: Introducing Warp3D Nova for OS4
Posted on 23-Mar-2016 10:16:34
#79 ]
Elite Member
Joined: 12-May-2010
Posts: 6321
From: Unknown

it is a project from a-eon, neither Hyperion nor Acube

For them most relevant are the buyer of X1000 and future X5000/Tabor

Hyperion says they are not responsible for drivers but the hardware manufacturers are so I fear finally as long as Acube will not invest money in it it will not happen. They are hardly selling PPC hardware today so I doubt they will do. Just my 2 cents.

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Nicsoft 
Re: Introducing Warp3D Nova for OS4
Posted on 23-Mar-2016 10:51:33
#80 ]
Regular Member
Joined: 5-Sep-2004
Posts: 237
From: Sweden

We who have bought both V1 and V2 of A-EON:s Radeon HD Drivers for ATI Radeon™ 4000 Series graphics cards, might generate an income for A-EON regarding Warp3D Nova or..?

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