[Voodoo] Unreal

Discussion of development and patch submission.
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omarsis81
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[Voodoo] Unreal

Post by omarsis81 »

I was playing Unreal and at the begining of the second level I noticed these stripes on the floor.
It happens on Voodoo2 (DX5 or DX7 drivers) and on Voodoo 1.
I tested on real hard and it doesn´t happen

https://www.youtube.com/watch?v=0QuEUAYOsxw

I don't know the technical name for this, but it appears like the texture of the middle stripe is of much lower resolution than the rest.

PS: I wasn't sure whether open a new thread or post under "3DFX compatibility list", please tell me for the next time ;)
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Fusion
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Re: [Voodoo] Unreal

Post by Fusion »

Looks like mip mapping to me with a lack of filtering.

http://imgur.com/Doi67zC
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SarahWalker
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Re: [Voodoo] Unreal

Post by SarahWalker »

Yes, this is just MIP-mapping with bilinear filtering. This does happen on real hardware, it's just that the LOD switching points on PCem are a bit off, so it may be more noticeable than on a real machine.
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SarahWalker
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Re: [Voodoo] Unreal

Post by SarahWalker »

It's also possible that you have trilinear filtering enabled on real hardware and not in the emulator.
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leilei
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Re: [Voodoo] Unreal

Post by leilei »

Seconding. Welcome to bilinear filtering

To illustrate where PCem's LOD calculation is currently, i've enabled r_colorMipLevels in q3, ran q3dm1 from the same spot and detail levels. For some reason on PCem the sky is recieving mipmapping when it shouldn't at all

Real V2 at left.
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omarsis81
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Re: [Voodoo] Unreal

Post by omarsis81 »

Yeap, big differences on both pictures leilei.
I don't have triple buffering enabled on either real nor emulated setups
EluanCM
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Re: [Voodoo] Unreal

Post by EluanCM »

It's trilinear filtering, not triple buffering.

From the screenshot it seems that one of the problems with LOD is that it isn't "smooth". It seems to only change after an entire texture repetition, not mid-texture.
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omarsis81
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Re: [Voodoo] Unreal

Post by omarsis81 »

EluanCM wrote:It's trilinear filtering, not triple buffering.

From the screenshot it seems that one of the problems with LOD is that it isn't "smooth". It seems to only change after an entire texture repetition, not mid-texture.
Yes, my bad! Either way, I have the driver's default settings on PCem and real voodoo2 and they look different (ie. this unreal's floor)
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