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InsideQC Forums • View topic - MH's Direct3D 8.1 Wrapper

MH's Direct3D 8.1 Wrapper

Discuss programming topics for the various GPL'd game engine sources.

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Re: MH's Direct3D 8.1 Wrapper

Postby r00k » Mon Dec 29, 2014 10:33 pm

okay sorry to dig up an old thread but in the off time during the holidays i decided to give this a try again........

here's what it looks like
Image

and here's my link to

i cant figure out the problem unless it's something to do with GL_RGB...

i'm using this version
NEW FAKE GL WRAPPER - MH 2009
is it not the most current?
r00k
 
Posts: 1111
Joined: Sat Nov 13, 2004 10:39 pm

Re: MH's Direct3D 8.1 Wrapper

Postby Spike » Mon Dec 29, 2014 11:14 pm

firstly, it looks like your lightmap format isn't supported, you might need to extend it to support rgb or whatever format you're using.
secondly, it looks like your lightmap blend mode isn't supported either. try enabling/disabling multitexture support? even with real opengl drivers? looks like someone left alpha-test active instead of using alpha-blend or something. it could even be the wrapper not recognising overbright blend modes.
the wrapper was written to support quake rather than to be a generic wrapper. as soon as you use some stuff outside of its featureset, it'll make assumptions that will explode.
.
Spike
 
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Location: UK

Re: MH's Direct3D 8.1 Wrapper

Postby r00k » Tue Dec 30, 2014 4:29 am

r00k
 
Posts: 1111
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