Re: Re: Tips for debugging D3D Textures & DirectSound?
Adam Luchjenbroers <[email protected]> Tue, 19 Oct 2004 21:56:50 +0930
| Newsgroups | gmane.comp.emulators.winex.devel |
|---|---|
| Message-ID | <[email protected]> |
-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 On Thu, 14 Oct 2004 06:15, Gavriel State wrote: > Rectangular textures are actually probably not such a big deal in terms > of performance, since they mostly seem to be used with very basic > rendering. So it might be possible to disable the executebuffer code > path when trying to render when one of the textures is NPOT, and avoid > the added complication of dealing with that side of the code. But it's > certainly not going to be a simple thing to do, in any case. It would seem that my ambition far outstrips my knowledge at the present time. to which the only answer is to gain more knowledge. I had beleived that I had caused some of the textures to load, and that all I needed to do was work out why the remainder failed to load. I've recently had the opportunity to take a closer look at the game running in Windows and realised I was mistaken here. I had just caused the textures to be transparent and what I was seeing was another effect the game was adding in addition to the texture. What I think I'll do is investigate the sound issue for now, and take a look at how the D3D\x11drv code works together to render textures on the side (any information you're willing to share here will be appreciated). With regards to sound, it would appear to be a directsound issue. Uncommenting the DUMP_* defines in mixer.c results in dumps of two channels both with no sound (filled with 0x00). The game config files suggest it's supposed to be using 32 channels, which seems to contradict the two channels directsound is seeing. How are audio codecs handled by Cedega, Dawn of War uses it's own variation of the AIFF codec (it is a further mutation from the modified aifr audio seen in homeworld 2). The game should either incorporate or provide the necessary codecs, how is this commonly done and how would it affect sound support? - -- "What happens if a big asteroid hits the Earth? Judging from realistic simulations involving a sledge hammer and a common laboratory frog, we can assume it will be pretty bad." - Dave Barry -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.2.4 (GNU/Linux) iD8DBQFBdQgN94zI/zB2CYURAk2lAJ9c3mIdNBcyL7vpf+Qa2BC/5RTqrQCfRuFs mOZZba2XE0jhzQV3bfbI0a8= =th6o -----END PGP SIGNATURE-----