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Re: 3dfx voodoo chip emulation

I have to wonder why: if (FBZMODE_Y_ORIGIN(v->reg[fbzMode].u)) glOrtho( 0, v->fbi.width, 0, v->fbi.height, 0.0f, -1.0f ); else glOrtho( 0, v->fbi.width, v->fbi.height, 0, 0.0f, -1.0f ); Wouldn't it make sense if you use something like: glOrtho(0, outwidth, 0, outheight, -1.0, 1.0); instead rather …

Re: 3dfx voodoo chip emulation

need a hand from opengl experts with perspective correction/depth testing How are you doing your projection handling? If you are using glOrtho, I don't see your issue at all, since there is nothing to correct 😒 Are you sure all your coordinates for the textured quads are right?

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