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Posted: Thu Oct 13, 2005 8:55
by Graf Zahl
Carnevil wrote:
EDIT: Actually, turns out I have a video card that doesn't fully support OpenGL 2.0, so... maybe I should fix that first

You don't need GL 2.0. The most advanced feature I need to display all the rendering tricks is a stencil buffer. I avoided using newer stuff exclusively on purpose because I know how bad some driver support is.
But a more recent graphics card is always a plus although the oldest card I tested this renderer on was a Geforce 3.
Posted: Thu Oct 13, 2005 9:11
by Carnevil
Ah, I see. Well, any idea what version of OpenGL you need then?
BTW, I currently have a GeForce4 440 MX (EWWWWWWW).
Posted: Thu Oct 13, 2005 9:12
by TheDarkArchon
Graf Zahl wrote:.
But a more recent graphics card is always a plus although the oldest card I tested this renderer on was a Geforce 3.
I run GZDoom on a GeForce 2 without any problems.
Posted: Thu Oct 13, 2005 9:25
by Graf Zahl
Carnevil wrote:Ah, I see. Well, any idea what version of OpenGL you need then?
BTW, I currently have a GeForce4 440 MX (EWWWWWWW).
You shouldn't have any problems with that. I never specifically check the OpenGL version but 1.2 should be sufficient.
What are your problems, exactly?`
Posted: Thu Oct 13, 2005 11:43
by Carnevil
Graf Zahl wrote:Carnevil wrote:Ah, I see. Well, any idea what version of OpenGL you need then?
BTW, I currently have a GeForce4 440 MX (EWWWWWWW).
You shouldn't have any problems with that. I never specifically check the OpenGL version but 1.2 should be sufficient.
What are your problems, exactly?`
Well, for one, the screen is not centering properly when I'm using 640x480 (my preferred resolution). In ZDoomGL I had this problem, but was able to correct it by setting gl_vid_refresh to 60. However, that doesn't seem to fix it here :\
Also, the screen becomes very dark and discolored. Normally I have to set the gamma to about 1.5 before it's at the same level of brightness in software mode. Even then, it still looks quite "off". I tried taking a screenshot, but the screenshot actually appears to be perfectly lit and colored; quite different from what I have on my screen.
Any ideas?
Posted: Thu Oct 13, 2005 11:58
by Graf Zahl
Carnevil wrote:Graf Zahl wrote:Carnevil wrote:Ah, I see. Well, any idea what version of OpenGL you need then?
BTW, I currently have a GeForce4 440 MX (EWWWWWWW).
You shouldn't have any problems with that. I never specifically check the OpenGL version but 1.2 should be sufficient.
What are your problems, exactly?`
Well, for one, the screen is not centering properly when I'm using 640x480 (my preferred resolution). In ZDoomGL I had this problem, but was able to correct it by setting gl_vid_refresh to 60. However, that doesn't seem to fix it here :\
Adjust your monitor. It isn't properly set up for the refresh rate the game
uses. You have to do this for each refresh rate separately.
Plus, the variable is called gl_vid_refreshhz so setting gl_vid_refresh won't do anything.
Also, the screen becomes very dark and discolored. Normally I have to set the gamma to about 1.5 before it's at the same level of brightness in software mode. Even then, it still looks quite "off". I tried taking a screenshot, but the screenshot actually appears to be perfectly lit and colored; quite different from what I have on my screen.
Any ideas?
[/quote]
If you have to go to a gamma of 1.5 to get a comfortable level of brightness something is not right. For me even 1.0 is slightly brighter than the software renderer. But this is nothing the software can do much about. As you said, the screenshot looks all right. But on the way from the graphics memory to the monitor something goes wrong.
Maybe if you posted your startup log it could give some clue.
Posted: Thu Oct 13, 2005 18:11
by Soultaker
Carn I have a feeling your running in Fullscreen Mode. Set it to Windowed Mode. I always had that damn tuty fruity effect happen with ZDooM and Skull Tag until I set my screen option to Windowed Mode. With GZDooM I have it set to Windowed Mode as well. I think on some systems the ZDooM series hates being run in Fullscreen Mode.
Posted: Thu Oct 13, 2005 18:56
by Graf Zahl
That's a software renderer problem. When OpenGL is active none of that code is ever called.
Posted: Thu Oct 13, 2005 22:46
by Carnevil
Ah, okay. Setting gl_vid_refreshhz to 60 fixed it.
Anyway, here's the log:
Code: Select all
Log started: Thu Oct 13 16:50:00 2005
adding gzdoom.wad (140 lumps)
adding c:/doom2/doom2.wad (2919 lumps)
CPU Speed: 2593.407933 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Pentium(R) 4 CPU 2.60GHz 4 CPU 2.60GHz
Family 15, Model 2, Stepping 9
Features: MMX SSE SSE2
I_InitSound: Initializing FMOD
Setting DirectSound output succeeded
Setting driver 0 succeeded
Initialization succeeded
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce4 MX 440/PCI/SSE2
GL_VERSION: 1.4.1
GL_EXTENSIONS: GL_ARB_imaging GL_ARB_multitexture GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_window_pos GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_paletted_texture GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shared_texture_palette GL_EXT_stencil_wrap GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_fence GL_NV_fog_distance GL_NV_light_max_exponent GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_register_combiners GL_NV_texgen_reflection GL_NV_texture_env_combine4 GL_NV_texture_rectangle GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NVX_ycrcb GL_SGIS_generate_mipmap GL_SGIS_multitexture GL_SGIS_texture_lod GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
Resolution: 640 x 480
Init DOOM refresh subsystem.
2660 textures created
Init miscellaneous info.
Init Playloop state.
Setting up sound.
S_Init
Checking network game status.
player 1 of 1 (1 nodes)
+MAP01 - entryway
GWA file contains invalid nodes. The BSP has to be rebuilt.
J]quit
Posted: Thu Oct 13, 2005 23:24
by Carnevil
I think I know what's going on here. See, my monitor used to be way too dark. Eventually, I found a monitor calibration program that fixed it, and just loaded the corrected settings whenever my computer starts up. It seems that whenever I run GZDoom, these settings are undone, so it's as if those calibration settings are negated.
I'm not sure why this would happen, and I'm really not sure how to fix my monitor without this calibration program. I suppose I could figure it out. But so far, GZDoom has been the only program OGL program I've used that actually messes with that :\ Oh well.
Posted: Thu Oct 13, 2005 23:58
by Graf Zahl
I think it has to do with the refresh rate selection. Otherwise it wouldn't work with 60 Hz and only show with other rates.
Or is it simply the gamma setting? To do gamma correction I have to override the system's default settings while the game is running.
Hpw does it behave with other resolutions?
Posted: Fri Oct 14, 2005 0:09
by Carnevil
I got the refresh rate working just fine. Setting gl_vid_refreshhz to 60 fixed that.
On the gamma issue...
Graf Zahl wrote:To do gamma correction I have to override the system's default settings while the game is running.
That's probably what's doing it. What does ZDoomGL do for this? The gamma in that appears to work just fine.
Posted: Fri Oct 14, 2005 0:41
by Graf Zahl
The GL initialization code I am using is from Timmie - for the next version of ZDoomGL though but the gamma stuff looks exactly like the old one.
Posted: Fri Oct 14, 2005 5:43
by Carnevil
Hmm, strange. Odd that it behaves differently, then.
Oh well

Posted: Mon Oct 17, 2005 17:32
by DoomRater
I noticed adjusting the screen size at different resolutions had to be done on my monitor, but color brightness changes also had to be calibrated at those resolutions as well. I shifted PJ64 into fullscreen with max resolution + color (it kills my computer performance even on Zelda OoT but produces nice screenshots) and the pictures were very dark, however the screenshots I took looked just fine in my normal res.
I should also note on my monitor all brightness and contrast options are changed by the monitor's software, and not by hand dial analog. If you have digital adjustments on your brightness give tweaking those a try.