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-----