From: <koo...@3d...> - 2005-05-02 19:27:50
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O.Sezer writes: > In fact I just nailed the oofending code in hexen2 (a silly > rotating skull shown while doing some disc IO), and removing > that makes life happy. Were your 3dfx gamma adjuster and skull renderer accessing the hardware simultaneously? > My first attempt was a local implementation of wglSetDeviceGammaRamp3DFX > in the game and it worked (except for the Voodoo1 case, didn't I have not checked the Linux sst1/glide3 build, but last time I checked the win32 build, there were stability issues. The culprit might have been the OS but perhaps there is a problem. > try again after removing my offending code.) I don't know how > wglGetDeviceGammaRamp3DFX is necessary (and I don't fully understand Well it is useful if you need to retrieve the current gamma-table. > what the mesa code actually does for that in fxwgl.c, don't have a > clue about the windows world.) Maybe I should ask Brian and Daniel? If memory serves correct, there is no windows related code within the 3dfx gamma extensions in fxwgl.c. It keeps an internal gamma table and uses the Glide gamma funcs to set the values. What we need to do is to expose the extensions for Linux. Hiroshi Morii koo...@us... |