Selected card type affects the following:
Videomemory without texture memory. Some application compute by this value that what resolutions are supported.
Since forcing them proved to be a good thing in practice,
I kept the possibility in this version too. Antialiasing
is new of course.
For more, see chapter 'Resolution and refresh rate overriding' in the general readme.
Option 'Application driven' for MSAA has meaning only for Napalm build. For non-Napalm builds it is equivalent to 'Off'.
This version can emulate more than one Texture Management Units.
Onboard RAM and texture memory are unified video memory on UMA 3Dfx cards (see table in technical info). Future versions of the CPL app may not allow to config them separately.
Not much to say.
I liked it in some games that looked nicer without mipmapping. :)
See section "Gamma Correction".
Forces at least one vertical retrace before buffer swapping. Use this option if something gets too fast.
see section 'Some techincal info'
see section 'Tips'
Enables displaying the 3Dfx logo during the app animation. You need the 3Dfx splash dlls for this. If they are missing, no logo will be displayed.
Enables splash screen at game/app startup. You need the 3Dfx splash dlls for this. If they are
see section 'Some techincal info'
Glide games/demos can have two bad habits:
Missing but (present in old dgVoodoo and maybe) useful options:
Did not have time&mood to code it, but you can capture the screen easily in other ways, I think. :)
Since no real texturing takes place in the emulation, there is no way to generate mipmaps for a particular texture. It would have to be done on-the-fly which is impossible. Also, trilinear filtering would end up in more complex shader code which is complex enough right now.
It was specific to Red Baron 3D to be able to cache more textures than with 4MB (to avoid texture corruption). However uploading textures to the Voodoo TMUs are very quick and virtually free now so I do not see the point of scaling. No texture caching.
Did not work well with some games. Also, it would not fit well into the current implementation. Glide has 3 buffers of which one may be an auxiliary buffer.
A gamma correction curve can be set through the Glide interface. Since Glide uses a linear curve by default it might not match the default or one's taste and can look ugly (at least in the old days, I remember it looked ugly on CRTs). For the standard see sRGB on google.
That's why the CPL has the 'Enable Glide gammaramp' option: you can disable the curve coming from Glide and let your monitor use the default.
*As taking a closer look into this, I realized that a linear curve is used by the nowadays adapters by default but they probably post-calibrate it according to the sRGB standard. So Glide's linear curve won't change anything to wrong. I'm little confused about this. Back in the old days my real problem could be that either brightness of my CRT was too high by default or sRGB was not followed by the adapters therefore some gamma-adjusting game had really bad (pale and really bright) look. I do not know it by now but won't remove the possibility of disabling Glide gamma ramp. Test it on your monitor.
Color adjustments are supported in both fullscreen and windowed mode however brightness is always calculated into the gamma ramp curve in fullscreen so it has effect only if your adapter supports setting up gamma curves.
Unfortunately Glide cannot be implemented in practice as a standalone API which is completely independent on the underlying hardware. If someone looks through the Glide SDK then it is clear that this API is suited for the 3Dfx Voodoo hardware and its registers. However there are rules even in Glide (as in other APIs too) that must be observed in respect of driving the API. An application should never assume anything about the hardware being driven even if it knows what hardware it is driving. The application should get all the info from the API and keep the driving rules.
However in practice there are some application violating those rules very hard. Since Glide provides free direct access to the frame buffer it is typical to utilize the properties of a real 3Dfx hardware connected to the PCI bus. For example, writing to the frame buffer while it was requested to lock for reading, swapping buffers while one/some of the buffers are locked and assuming that the mapped pointers of buffers remains unchanged, using 2048 bytes as frame buffer stride, or drawing simultaneously by the 3D hardware and LFB writes through the PCI bus even when a buffer was locked with idle 3D hardware mode. Most of them can be workarounded easily but there is one case which can cause performance drop if emulated perfectly. This case is the mentioned simultaneous writing. dgVoodoo can emulate this usecase but you must enable it explicitly so I reluctantly inserted an option into the CPL, named 'Force emulating true PCI access'. This is the only technical option related to the quality of the implementation. There are only a few games it should be used for (see 'Tips') so it would be a pity to have it pointlessly enabled for the rest.
There is another strange option in the CPL, namely 'Pointcast Palette driver build'. Well, early 3Dfx hardware allowed separate texture palettes/ncc tables for each TMU so this possibility was reflected in Glide 2.11 and 2.43. However, latter 3Dfx hardware used a unified memory model meaning that only one global palette/ncc could be set for all the TMUs. Glide3 don't even allow to set them in any other way. The funny thing is that original Glide2 drivers internally also forced the global palette/ncc thing despite the API allowed separate ones. It was because of pushing the programmers towards the future hardware. But, maybe there were drivers built for custom vendors with the capability of separate tables. So if this option is enabled in the CPL then such a driver build is emulated but it has effect only on non-UMA cards. I don't think that any Glide application in the world requests such a driver build so always keep this option disabled. It just makes the appearance wrong if more than one TMU are used. This option is only for the sake of fullness.
dgVoodoo exposes the following Glide capabilities according to the selected card type:
|Card type||FBI revision||TMU revision||Glide3 extensions||UMA|
|? (unexposable via dgVoodoo)||1||0||-||no|
|Voodoo Graphics (SST-1)||2||1||GETGAMMA||no|
|Voodoo Rush (SST-96)||2||1||GETGAMMA, CHROMARANGE||no|
|Voodoo 2||2||1||GETGAMMA, CHROMARANGE, TEXMIRROR, PALETTE6666||no|
|Voodoo Banshee||2||1||GETGAMMA, CHROMARANGE, TEXMIRROR, PALETTE6666, TEXUMA, TEXTUREBUFFER||yes|
|Other (greater)||3||2||GETGAMMA, CHROMARANGE, TEXMIRROR, PALETTE6666, TEXUMA, TEXTUREBUFFER, FOGCOORD, TEXCHROMA, *PIXEXT, *COMBINE, *TEXFMT, *SURFACE, *GETREGISTRY||yes|
Why is a separate build needed for Napalm? Why not just use it as a plain Glide3 implementation in general? Well, the answer is about the performance, again. Napalm has a bit more complicated shaders in order to handle Voodoo4 features like extended combine modes, 32 bit rendering, 32 bit texture formats and big textures. So, it would be wasting of GPU resources to use it with Glide3 applications not requiring these features (that is, all apps except Project64, in practice :) ).
Note that there is no significant difference between Glide3 and Glide3 Napalm
as for performance if dynamic shader compiling is enabled. In both cases, much
more optimal shaders are compiled and used than the precompiled ones.
Compressed textures (FXT1, DXT*) are not supported. :(
Reading/writing stencil values via 32 bit aux lfb lock won't work.
T-Buffer writemask can only be controlled by the application if antialiasing mode is set to 'App driven'.
SURFACE and GETREGISTRY extension are only used by the 3Dfx OpenGL 1.1 driver which is an OpenGL -> (Glide3 Napalm and DirectDraw) wrapper. Since Glide3 operates on surfaces created by DirectDraw (3Dfx implementation), SURFACE functionality cannot be implemented. It means that original 3Dfx OpenGL driver won't work with a standalone Glide3 wrapper (it would make no sense but would be nice). Since OpenGL does not work, GETREGISTRY functionality is also needless. So, those two extensions are only placeholders, bunch of empty functions.
Don't forget to set card type to 'Other (greater)' with 2 TMUs in the CPL to emulate a Voodoo4.
Forced trilinear texture filtering is not available in this wrapper version but an application can implement it by 2 drawing passes if one TMU is used. If more than one TMU are enabled then it can be done by one pass. Since more TMUs are generally used for drawing the same as with one TMU but with less passes, enabling multiple TMUs can be useful even if the gpu is loaded with heavier shader code. It depends. Try out both cases.
Keep in mind that not all Glide application are usable in windowed mode. Some of them behave very well while others may not at all. Since they were designed for an environment with one monitor and exclusive fullscreen display, an application can get minimized or simply quits when its window loses the focus. Also, they may capture the mouse into a fix area and you cannot even move the game window. Or worse: if this fix area is hardcoded and (so) is on the primary monitor then you can play the game only on the primary monitor even in fullscreen mode. dgVoodoo tries to workaround these cases by hiding some events from the application but generally it is not enough.
DosBox: Unlike previous versions, this one works perfectly with Gulikoza's newest Glide patch. Keep in mind that Extreme Assault needs a 3Dfx card with non-UMA architecture (see table of exposed caps) and PCI emulation.
Emulating PCI access is optimized for applications locking and accessing the LFB very frequently (per frame). Altough it provides faster lfb data access than doing the normal way, I cannot recommend to use it in general for all apps. Due to nature of the technique used it can cause slowdown in applications that access the lfb "regularly", that is, once or twice per frame. Carmageddon 1, Extreme Assault, Dreams To Reality and Pyl are the only cases where it has to be used, afaik.
A strange case: when I tried to run a Glide based scene-demo, TBC,
it always crashed at a certain point due to stack overflow. I had to
manually grow the reserved stack size of the exe file to get it to run.
Probably a real 3Dfx driver required smaller stack than a Direct3D11
I ran into a problem with NFS 3 Hot Pursuit: ugly z-fighting which is most noticable with projected headlights. This game does not use depth bias but utilize the inaccuracy of the 16 bit voodoo depth buffer when rendering polygons onto each other (I'm not sure if it was intentional or just a bug). If an app uses z-buffering then using a 16 bit depth buffer in the emulation provides the correct and exact mapping of the z values, like on a real Voodoo. And so NFS3 HP also works well with a 16 bit depth buffer. I was thinking on how to workaround this problem or automate this mechanism but found no way. So, reluctantly again, I exposed this into an option in the CPL... This is the second option related to the quality of the implementation, aaaarrghh.