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  • #16
    Bug?

    I've find a strange glitch: I've changed resolution to 1366x768 and took a screenshot. The result was this:



    By setting resolution back to 640x480 this don't happen.




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    • #17
      (1366*3)&4 = 2 = bugs out.
      one liner fix:
      glPixelStorei(GL_PACK_ALIGNMENT, 1);
      Default is 4. Hence the 4 in the first line.

      The alternative is to read the data as BGRA (or RGBA), which would run a bit faster but otherwise meh, and takes longer to implement, but would work fine with the default alignment. Worth bearing in mind if you have d3d compat in mind.
      Some Game Thing

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      • #18
        And don't forget to malloc your buffer as glwidth * glheight * 4 + 18.

        This may help too:
        Code:
        void Image_Compress32To24InPlace (byte *data, int size)
        {
        	byte *src = data;
        	byte *dst = data;
        	int i;
        
        	for (i = 0; i < size; i++, src += 4, dst += 3)
        	{
        		dst[0] = src[0];
        		dst[1] = src[1];
        		dst[2] = src[2];
        	}
        }
        IT LIVES! http://directq.blogspot.com/

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        • #19
          Originally posted by Arkon View Post
          I've find a strange glitch: I've changed resolution to 1366x768 and took a screenshot. The result was this:



          By setting resolution back to 640x480 this don't happen.

          Is that the Direct3D version I assume?
          Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

          So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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          • #20
            The D3D version doesn't respect the row pitch of the locked backbuffer rectangle; that's my bug so sorry about that.

            One line fix; in it's implementation of glReadPixels:
            Code:
            int srcpos = row * (lockrect.Pitch / 3) + col;
            Instead of
            Code:
            int srcpos = row * width + col;
            That should also cover cases where you glReadPixels a subrect of the backbuffer.

            I really need to do a rewrite of that function, at the very least it should also support RGBA, BGR and BGRA formats.
            IT LIVES! http://directq.blogspot.com/

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            • #21
              Originally posted by Arkon View Post
              I've find a strange glitch: I've changed resolution to 1366x768 and took a screenshot. The result was this:
              MH has private messaged me a comprehensive fix to his D3D wrapper to kill this problem off. Will be in next version.

              Thanks for the bug report (and thanks to MH for taking the time to rewrite the function).
              Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

              So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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              • #22
                Originally posted by Baker View Post
                Is that the Direct3D version I assume?
                It happens in both glpro491 and dx8pro491, happened also with both 490 version.

                Me and other clan mates checked the 4.90 version extensively during our latest lan party and with normal setting it worked fine. Yes, it still crash when changing gl_picmip to high values (>4), but nobody except me noticed that, so this should not be consider critical.

                I've also tried to download locs and sound and it's ok, apart from the fact that I already had them all in a pak in the same folder. You should really consider to make a cvar of this: newcomers will find it really usefull, but people used to Quake folder probably won't.

                For complete testing I've also tried to connect to fortress server: the engine created both fortress and maps folder, than stopped (probably because there are no maps/sounds relevant to that mod in your file database). This was only for test purpose: I play mostly RQ and CRMOD, but in all cases TF folks are part of the community, had to check it too, eheh!

                Bye, thank you for keeping Proquake updated!
                Last edited by Arkon; 10-11-2012, 05:48 AM.



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                • #23
                  Spike's suggestion above is still needed for GL, yes.

                  The D3D8 wrapper doesn't implement the glPixelStore calls, but you can just implement them as empty functions because it doesn't actually need them (it's just GL that makes the whole pixel transfer malarkey a lot more complex than it need be).
                  IT LIVES! http://directq.blogspot.com/

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                  • #24
                    it says that the application was unable to start correctly (0xc000007b)

                    WHAT DO I DO!

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                    • #25
                      Originally posted by RangerXT View Post
                      it says that the application was unable to start correctly (0xc000007b)

                      WHAT DO I DO!
                      This this on Windows 8 or something? Or on a Windows RT or something.

                      Current thread: http://quakeone.com/news/site-news/9...r-browser.html
                      Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                      So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                      Comment

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