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GLMame v 0.92 Mame Display Driver ================================= Sven Goethel http://www.jausoft.com sgoethel@jausoft.com MAME License Based upon GLmame v0.6 driver for xmame, written by Mike Oliphant peace, sven 01/December/2001 GLMame OpenGL-Display-Driver Version 0.92 ================================================================= o clean up: glvec.c again o added 2 new options for vector games: -[no]glantialiasvec, -[no]glaav , default true ! Enable/disable vector antialiasing (otherwise 16bpp opengl displays looks kinda bad ..) -[no]gldrawbitmapvec, -[no]glbitmapv, default true Enable/Disable the drawing of the bitmap only for vector games - speedup (remember, you can also toggle this via RALT-O) o added vector flickering ;-) o because of the buggy dirty-code, i recommend you use -nodirty for opengl as default .. 27/November/2001 GLMame OpenGL-Display-Driver Version 0.91 ================================================================= o clean up: glvec.c, glgen.c o removed gldirty.[ch] added functionality to glgen.c o added new dirty strategie to glgen's texture handling .. as for mplayer ;-) WARNING: still needs -nodirty flag for some games, like atetris ! o still don't know how to handle effect's .. ! HELP ! o WARNING: modified src/cpu/v60/v60.c to being compiled under PPC architecture ! 18/November/2001 GLMame OpenGL-Display-Driver Version 0.90 ================================================================= - true color vector game bug (all vector game colors are true since 0.5x.y) - using blit.h for 16bpp colorIndex mapping only, e.g. true color games don't need it .. (xexex, shocking, ..) -> useColorBlitter ! - added an own texture memory with BITMAP_SAFETY's, if using useColorBlitter ! - removed color bpp "guessing" - this fixes some neogeo problems .. 20/August/2001 GLMame OpenGL-Display-Driver Version 0.88 ================================================================= o changed to the new png usage o INFO: I kept the 8bpp color-table stuff for now, but the base mame 0.53 does not support it anymore ! 13/July/2001 GLMame OpenGL-Display-Driver Version 0.87 ================================================================= o tested xmam.xgl with LinuxPPC (Powerbook) + ATI-Rage128 + XFree86 4.1 + DRI ! SUCCESS ! Use options: "-noglext78 -noglaa" or "-bpp 16 -noglaa", where the latter is a bit slower for me (about 5fps) o changed GLboolean -> int, because of Linux-PPC problems .. 05/May/2001 GLMame OpenGL-Display-Driver Version 0.86 ================================================================= o Added option: - glres x Always scale games to XresxYres, keeping their aspect ratio. This overrides the scale options. This is e.g. necessary, if you run xmame.xgl under a Vodoo1 gfx card, which only allows you a 640x480 fullscreen "window" ;-) - but your desktop runs under a different resolution. 04/April/2001 GLMame OpenGL-Display-Driver Version 0.85 ================================================================= o recreated general purpose opengl modules: - gltool.[ch] - glxtool.[ch] - glcaps.[ch] these are now licensed under the LGPL _and_ the MAME license ! (I am the creator and copyright holder .. so ..) o fixed glxtool modules - segmentation fault, due to NULL pix pointer - bug fixed fall back method .. - extended finding appropiate visual, falling back .. o Last but not least, you can use gltool's feature of specifying the GL/GLU library names by the systems environment variables: GLTOOL_USE_GLLIB - OpenGL library name GLTOOL_USE_GLULIB - GLU library name these environment variables does _always_ overrides any given ones ! 01/April/2001 GLMame OpenGL-Display-Driver Version 0.84 ================================================================= o fixed vector module - flickering and "now show" is now avoided, e.g. in mhavoc (flicker), warrior(no show), spacewar(no show), ... 29/March/2001 GLMame OpenGL-Display-Driver Version 0.83 ================================================================= o fixed cmdline options .. o fixed documentation o fixed info printouts (-DGLDEBUG) 28/March/2001 GLMame OpenGL-Display-Driver Version 0.82 ================================================================= o Fixed vector module - resize, and a little new arrangement to fix begin/end problems o new cmdline options .. 28/March/2001 GLMame OpenGL-Display-Driver Version 0.81 ================================================================= o Fixed vector module - now you can play vector games with 16bpp either, but do not complain the speed ;-) You can toggle drawing the overlayed bitmaps, while pressing "RALT-O" 27/March/2001 GLMame OpenGL-Display-Driver Version 0.80 ================================================================= o Added 15bpp & 32bpp true color support - Both modes uses std. opengl direct texture mapping - You can additionally add a blitter run for nonsense, Via cmdline option "-glblit" Let me say: "Yeahh... " This easy solution you can follow in glgen.c costs me nerves .. But you need OpenGL >= 1.2, well .. of course .. o Added 16bpp color index mode - This modes uses a blitter run, to exchange the indices <-> colors from lookup table within the opengl texture. We only need it at the original size. - If your graphic's card opengl colortable mapping does not work nice, you can now call xgl with "-bpp 16", and the blitter code is used for color mapping ! Everything else (zoom, filter, cabinet) is still done by opengl. After getting crazy about this color mode (mk ran without indices lookup .. with _nearly_ correct colors), i looked at SDL.c and took the blitter :-), for the conversion. By the way, .. it was impossible to use OpenGL's colormapping for colortables > 256, neither with Mesa 3.4 nor with nvidia. So this old mode is reserved for the best ever games ;-) pacman, mr do, .. o Added opengl snapshoot via std. F12 (-> png) But be aware, the current window size is being used ;-) with RGB mode ! If you complain on colors now, make a screenshot. But I am a bit colorblind (red/green), so don't hit me :-)) (yes, i have tested the rgb(a) mapping via the colormaps ..) o The fullscreen (R-ALT+F) key does now toggle between full- and windowscreen. o Added a startup "hack" within unix/main.c, where i try to find the games nicest full color - low color depth size. Be aware, the games do not start at 8bpp now, if they are colorfull. This only works, if you do not use the "-bpp" cmdline option o Many bugfixes and cleanup, so new bugs are in :-)) 23/March/2001 GLMame OpenGL-Display-Driver Version 0.74 ================================================================= o Bugfixed the cmdline argument handling "-cabinet" - previously, the argument was simply ignored .. - misc cabinet bugfixes .. o Added new elements for the cabinet syntax (cabv1.1): - pointsize (-> glPointSize() ) - begin points (-> glBegin(GL_POINTS) ) o Created and added my cabinet (glmamejau) and use it as the default .. You can now simply add your 256x64 jpeg banner to your mame cabinet :-) o updated sgml documentation .. o switched back frm "glColorSubTableEXT" to "glColorTableEXT", may be this can help somebody .. (i do not think so) 22/March/2001 GLMame OpenGL-Display-Driver Version 0.73 ================================================================= o Updated the doc/xmame-doc.sgml root documentation, to respect the new xmame.xgl Added a little script, named makedoc.sh, to produce all the destination documentation ! o Added runtime toggle's for opengl options with keyboard input KEYCODE_RALT + KEYCODE_A := toggle antialias (vector) KEYCODE_RALT + KEYCODE_B := toggle bilinear (raster) KEYCODE_RALT + KEYCODE_C := toggle cabinet mode (both) KEYCODE_RALT + KEYCODE_F := switch to fullscreen (both) KEYCODE_RALT + KEYCODE_O := toggle draw-bitmap (both) KEYCODE_RALT + KEYCODE_T := toggle phosphor trails (vector) KEYCODE_RALT + KEYCODE_PLUS_PAD := incr. beam size (vector) KEYCODE_RALT + KEYCODE_MINUS_PAD:= decr. beam size (vector) o The OpenGL (xgl) cmdline options are (unchanged since 0.71): *** OpenGL Related *** -[no]fullscreen Start fullscreen -[no]gldblbuffer Enable/disable double buffering -gltexture_size Force the max width and height of one texture segment (default: autosize) -[no]glext Force the usage of gl extensions (default: auto) -[no]glbilinear / -[no]glbilin Enable/disable bilinear filtering -glbeam Set the beam size for vector games -[no]glalphablending / Enable/disable alphablending (default: try -[no]glalpha alphablending) -[no]glantialias / -[no]glaa Enable/disable antialiasing -gllod level of bitmap-texture detail -gllibname / -gllib Choose the dynamically loaded OpenGL Library (default libGL.so) -glulibname / -glulib Choose the dynamically loaded GLU Library (default libGLU.so) -[no]cabview Start/ don't start in cabinet view mode -cabinet Specify which cabinet model to use 22/March/2001 GLMame OpenGL-Display-Driver Version 0.72 ================================================================= o Added a fallback visual attribute fetch algo this is done with (a modified gl4java module) the new glxtool.c's functions ! This is important to fallback to lower visual capabilites .. o Now the glcontext is bound to the window !! .. not the root window or NULL :-) 21/March/2001 GLMame OpenGL-Display-Driver Version 0.71 ================================================================= o Fetching all GL, GLU and GLX functions dynamically - I use a compiler for these stubs, which I have implemented for the project "OpenGL for Java" (gl4java) o Choosing the GL and GLU library at runtime (commandline argument) o Some misc. bugfixes .. o Changed this file from "doc/ChangeLog-GLMame.txt" to "doc/changes.opengl" o Alpha is used for default o Alpha & db-buffer is checked o Split texture work's now, e.g. you have an vodoo card with max texture size = 256, so more than one textures must be used, if bitmap > 256 ! O The non OpenGL Extension Mode works now (is tested) o Changed runtime options o Changed compiler options - only if the compiler define 'GLDEBUG' is set, NDEBUG is not set ;-) if you want to have some opengl related debug output, recompile with 'GLDEBUG' ! o Vector: - onscreen (osd) menu cleanup - fixed LINE_WIDTH == 0 (e.g. tacscan ..) - now using (runtime config) - intensity & gamma o Compiler options: No more used: -GLLIBS= -lGL -lGLU (!! important !!) -DNVIDIA -DUTAH_GLX New: -GLLIBS= -ldl (!! important !!) -DGLDEBUG Enables (more) OpenGL related (debug) info's, included runtime gl-error check's .. 12/March/2001 GLMame OpenGL-Display-Driver Version 0.7 ================================================================= General Changes o Merge back to xmame - is used xmame 0.37b12.1pre3 o Cleanup o All OpenGL specific changes i have done for the GLMame32 version are present within this version ! - no memcpy - direct mame bitmap usage - eff. color buffer - dynamical query of - glColorTableEXT - texture size - many more .. (see below) ToDo (?!): o fix vectorgame's gl display - some bitmaps, etc. are not shown o if more than one texture is used for the bitmap presentation, only the very first is rendered ... i don't now what's the damn problem, i have tested it a long time. please help .. usually today's gfx cards does support big enough texture sizes you can test this bug e.g. with the option: xmame.xgl -gltexture_size 128 where the texture size is forced to 128x128, so more than one texture is needed .. o add png save of the gl rendere frame o add mac port ? o backport to win32 (partial included -> cleanup) .. Info: o for debug purpose, just edit glmame.h and undef NDEBUG in this case many info printf's are shown up :-) 20/March/2000 GLMame32 Version 36rc2 OpenGL-Display-AddOn 1.3beta ================================================================== General Changes o Taken Windows-Source-Base from Mame32-36b16 ! o Taken MAME Source Mame 36rc2 ! Mame32 integration o Now GLMame32 just adds the OpenGL display driver ! o Vector Games are support for OpenGL only in this Version ! o the '#define xgl' exists everywhere in the source, except of the Ressource Files :-( OpenGL Changes o Because of the lower changes, the performance should be increased ... o Now useing normal coordinates [0.0-1.0]. o The vector implementation is bug-fixed, and is able to show the bitmap for options etc. The artwork bitmap still does not work ... but is coming ! The Fullscreen mode for vectors has the correct aspect-ration now ! o The color allocation is bug-fixed, so the "disclaimer" where you have to say OK the first time is viewabel ! Also the color sheme should accept high color games now ... 15/June/1999 GLMame32 Version 35rc1 OpenGL-Display-AddOn 1.2 ============================================================ General Changes o Taken Windows-Source-Base from Mame32-35b13 ! o Taken MAME Source Mame 35rc1 Mame32 integration o Now GLMame32 is compiled with MSVC 6.0 o Now GLMame32 just adds the OpenGL display driver, - the others are still available ! - you can choose OpenGL within the properties.advanced dialog-box. o The following values are transparent to the main Mame32 and are saved into the config-file: alpha, gamma, OpenGL-Usage, automatic-fps, skip-fps, fullscreen o osd_pause is implemented o the auto-pause mechanism has changed a bit (implementation). o the '#define xgl' exists sometimes in the source, but in a way of hurry - it is not used consitency. o the opengl-part supports png-files, but just the poor mame-bitmap quality :-( yet ! OpenGL Changes o getting PIXELFORMAT with depth 16 bits as default o IF alphablending == FALSE - Only RGB rendering is done, the Alpha-Channel is dropped ! - Alpha will modify the RGB intensity ! o The maximal texture-size is tested and used, so the bitmap may be displayed within more than one texture. This is a must for OpenGL hardware with a restricted texture size ! The texture-size of each testure is equal, but only the viewable part is watchable. The width and height is tested in a way, so they can be different. The test algorythm tests till the texture-proxy allows the settings :-) o The maximal texture width and height can be forced to a spec. value ! Of course the used value is adapted to 2**n=size :-) ! o the opengl-part supports png-files, but just the poor mame-bitmap quality :-( yet ! o while setting properties.misc.error_log to true, you can read the file 'glmame32_stderr.log' for information about some opengl-metrics and the opengl-vendor ! The log file catches the info of the last game-run ! 15/May/1999 GLMame32 Version 35b12 OpenGL-Display-Only 1.1 =========================================================== o Using the original bitmap in ONE texture-buffer ! - So the *_create_display and *_new_bitmap is patched ! - Using the true view size, to update the texture o if the EXT functions is not their, the other one works ! - The non EXT function for Color-Index works, but - of course - it is _very_ slow ! - The non EXT function for color index can be used, while toggeling the flag in the GL-status dialog. Be aware of broken OpenGL drivers ... ... the ELSA driver for Gloria L/MX frozes my NT-machine :-(, so i use 3DLabs now (faster for Quake2 anyway ...). - The non EXT support works only from this version on ! o Using the true color number for the palette o Using the right component size of the bitmap o using the alpha values for brightness o added win32 function to load the EXT functions ! o added snapshot support for: - BMP (Win32 only) - PPM (Win32 and all the others - now it works :) - JPG (why not - but the quality is poor ..)