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Re: VIDEO - 3dfx voodoo emulation (SDL1)

I think using SDL thread primitives would be a better choice than creating new Voodoo* primitives based solely on building for win32/non-win32. Ah, yes that makes much more sense for a DOSBox which has SDL :-) I updated the patch and removed the custom thread primitives. Is this code 64-bit …

Re: VIDEO - 3dfx voodoo emulation (SDL1)

I have successfully applied the patch to SVN and the binary runs normally. However, I am having trouble getting a Voodoo card to detect. What parameters should I be using to enable the card in the configuration file? I was previously using these settings with kekko's 3dfx patch Oh sorry I have …

Re: VIDEO - 3dfx voodoo emulation (SDL1)

... Nice work, congrats! at the time I did the porting, I didn't care of a multithreaded software renderer, I was going to use opengl anyways afterall. Later I regretted it. The opengl renderer provided higher performance and nice video quality, but later I realized my opengl code is quite messy …

Re: VIDEO - 3dfx voodoo emulation (SDL1)

Main features I found interesting are: - code refactored and fully contained into a single file voodoo.cpp - software-only renderer (opengl code almost totally removed), but in change a quite fast multi-threaded triangle renderer has been added (or probably re-added from original mame code) - …

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