dgVoodoo est un glide wrapper mais aussi un wrapper DirectDraw/Direct3D (v3 à 7) vers Direct3D11. Pour simplifier grandement, ça émule une carte 3DFX qui va pouvoir gérer la bibliothèque propriétaire Glide (Glide 2.11, Glide 2.43, Glide 3.0) mais également les vieilles cartes graphiques compatibles DD/D3D v1 à v7. Quel est l’intérêt ? Jouer aux anciens jeux qui fonctionnent mal sur les nouvelles cartes graphiques (parce qu’ils ont été optimisés pour le Glide ou de vieilles versions de DirectX et non pour d’autres API telles que OpenGL ou DirectX v11) ou tout simplement utiliser un émulateur qui lui aussi utilise le Glide. Cette version est destiné à Windows Vista/7/8/10 avec DirectX 11 d’installé et vous devez posséder une carte graphique (compatible DirectX Level 10.1) supportant les Shaders Model v4 ou v5.

 

glquake

Les changements:

 

2.42:  

        – Direct3D3 renderstate handling bugfixes (some of them were disabled)
        – Various DirectDraw bugfixes like object/structure version handling,
          surface blitting, basic ROP codes are added, and others
        – Compatibility fixings in DirectDraw surface creation functionality
        – Compatibility fixings in DirectDraw surface locking functionality
        – Compatibility fixings in Direct3D device creating
        – Fixing/refactoring light handling in general; now software vertex
          processing can handle any number of them, and also, they can be added at
          any index in Direct3D7
        – 32 bit z-buffer support added
        – Minor Direct3D rendering bugs
        – Bad return code in an empty (but necessary) function on IDirect3DTexture,
          fixed
        – Missing multithreading guarding in some Direct3D3 methods, fixed
2.41:  

        – Direct3D 3 support is added;
          so that all Direct3D interface is supported now
        – Bug in the resolution enumerator in DirectDraw, fixed
          (classic and all other resolutions are now enumerated with all bit depths.)
        – Resolution combo box was buggy in the setup; couldn’t enumerate anything
          when too much resolutions were available, fixed
        – Logic of selecting the refresh rate when unspecified rate is requested
          by the application is changed
        – Overridable refresh rates
        – Bugfixings and improvement for blitting to the primary surface in
          DirectDraw
        – Bugfixings for other general surface locking/blitting functionality
        – Minor DrawPrimitive bug fixed (missing triangles in Diablo II with
          Direct3D renderer)
        – Bug with monochrome lighting is fixed
          (discovered with Jedi Knight – Mysteries of the Sith)
        – Bug in surface blitting, fixed (The Settlers IV)
        – Bug/incompatibility fixings in surface handling in:
          GetAttachedSurface, EnumerateSurfaces, SetSurfaceDesc and loading
          textures from system memory surfaces to texture surfaces in video memory
        – DX wrapper is now more noshutdown-proof when unexpectedly pulled out from
          the process memory area; LithTech engine based games now should work
          (tested with Blood2 and Shogo Mobile Armor Division)
        – Various other small bugs fixed that I came across
        – Introducing ‘unspecified’ scaling mode. If you want to apply
          ‘scaling but keeping aspect ratio’ then select it on your graphics driver
          control panel and select ‘unspecified’ mode in dgVoodoo Setup.
          If it does not work then your only chance is forcing it through the
          graphics control panel (it all seems to be a Windows issue).
        – Disabling ‘Bilinear blit stretch’ in the default configuration.
          I’ve seen a few games where it caused more ‘harm’ than coolness that is
          why I decided to disable it by default.
2.4:   

          DirectX rendering:

        – New, improved version of DirectDraw. It fully supports creating and
          blitting to/from textures, Z-buffers and 3D-renderable surfaces with
          several pixel formats. Also, general API-behavioring is more accurate
          to the original one because of lot of bugfixings and heavy reverse
          engineering.
        – Gammacontrol interfaces is added to DirectDraw
        – First version of Direct3D implementation is added and (almost) fully
          supports DirectX5, DirectX6 and DirectX7. For more and technical details,
          see the DirectX readme. Direct3D interfaces are also as carefully reverse
          engineered as DirectDraw ones.

           Glide rendering:

        – Bug in handling utility textures, fixed (missing textures in South Park)
        – Bug with PALETTE6666 extension fixed
          (unreadable menu text in Need For Speed – Porsche 2000 with a Voodoo2
           or higher)
        – Bug with tripebuffering fixed (missing 3D elements in The Tainted)
        – Adapting Glide3 to 3Dfx mini GL driver (3Dfxvgl.dll),
          (American McGee’s Alice):
           – Lowering gamma bitnum to 8 (3Dfx didn’t follow his own rules…)
           – Some init/exit code could get stuck because they can get called from
             DLLMain, fixed

        Setup:

        – ‘Apply’ button in the setup is added
          (I got bored to OK’ing and reopening the setup each time I want to
           modify the config of more folders or running instances)

 

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