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Gambit Membro Junior Registrado
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Problemas com 3Danalyzer emulador de pixel shader!

#1 Por Gambit 02/06/2003 - 16:59
Estou tentando emular T&L capacity na minha voodoo 4 para jogar o wolverine's revenge.
Para isso , estou usando o 3danalyzer v1.64.
O problema é que não esta rodando. Aparece a tela de apresentação e volta para o windows!
Seleciono "Emulate HW TNL caps" e "force SW TNL"!
Ele gera gera um arquivo .TXT que se chama d3d.txt que diz isso:




D3D Log File for Wolverine's Revenge PC
Compile Time: Apr 4 2003 17:22:47
Run Time: 06/02/2003 16:36:35
----------------------------------------

Language Value: UK
Initializing DirectX Graphics...
Mode 1024x768x16: Effects Disabled (shaders not supported)
Mode 640x480x16: Effects Disabled (shaders not supported)
Mode 800x600x16: Effects Disabled (shaders not supported)
Mode 1024x768x16: Effects Disabled (shaders not supported)
Mode 640x480x32: Effects Disabled (shaders not supported)
Mode 800x600x32: Effects Disabled (shaders not supported)
Mode 1024x768x32: Effects Disabled (shaders not supported)

----------------------------------
Found 1 Adapters.

Adapter: 3D-Analyze v1.6 - http://www.tommti-systems.com
Found 6 display modes:
640 x 480 x 16 ( D3DFMT_R5G6B5 )
[ 12 Texture Formats ]
D3DFMT_DXT5
D3DFMT_DXT4
D3DFMT_DXT3
D3DFMT_DXT2
D3DFMT_DXT1
D3DFMT_P8
D3DFMT_R3G3B2
D3DFMT_A8R3G3B2
D3DFMT_A4R4G4B4
D3DFMT_A1R5G5B5
D3DFMT_R5G6B5
D3DFMT_A8R8G8B8
[ 0 Depth Texture Formats ]
D3DFMT_D16_LOCKABLE
[ 2 Renderable Texture Formats ]
D3DFMT_R5G6B5
D3DFMT_A8R8G8B8
[ 2 Depth Formats ]
D3DFMT_D16_LOCKABLE
D3DFMT_D16
640 x 480 x 32 ( D3DFMT_X8R8G8B8 )
[ 12 Texture Formats ]
D3DFMT_DXT5
D3DFMT_DXT4
D3DFMT_DXT3
D3DFMT_DXT2
D3DFMT_DXT1
D3DFMT_P8
D3DFMT_R3G3B2
D3DFMT_A8R3G3B2
D3DFMT_A4R4G4B4
D3DFMT_A1R5G5B5
D3DFMT_R5G6B5
D3DFMT_A8R8G8B8
[ 0 Depth Texture Formats ]
D3DFMT_D16
[ 2 Renderable Texture Formats ]
D3DFMT_R5G6B5
D3DFMT_A8R8G8B8
[ 2 Depth Formats ]
D3DFMT_D16
D3DFMT_D24S8
800 x 600 x 16 ( D3DFMT_R5G6B5 )
[ 12 Texture Formats ]
D3DFMT_DXT5
D3DFMT_DXT4
D3DFMT_DXT3
D3DFMT_DXT2
D3DFMT_DXT1
D3DFMT_P8
D3DFMT_R3G3B2
D3DFMT_A8R3G3B2
D3DFMT_A4R4G4B4
D3DFMT_A1R5G5B5
D3DFMT_R5G6B5
D3DFMT_A8R8G8B8
[ 0 Depth Texture Formats ]
D3DFMT_D16_LOCKABLE
[ 2 Renderable Texture Formats ]
D3DFMT_R5G6B5
D3DFMT_A8R8G8B8
[ 2 Depth Formats ]
D3DFMT_D16_LOCKABLE
D3DFMT_D16
800 x 600 x 32 ( D3DFMT_X8R8G8B8 )
[ 12 Texture Formats ]
D3DFMT_DXT5
D3DFMT_DXT4
D3DFMT_DXT3
D3DFMT_DXT2
D3DFMT_DXT1
D3DFMT_P8
D3DFMT_R3G3B2
D3DFMT_A8R3G3B2
D3DFMT_A4R4G4B4
D3DFMT_A1R5G5B5
D3DFMT_R5G6B5
D3DFMT_A8R8G8B8
[ 0 Depth Texture Formats ]
D3DFMT_D16
[ 2 Renderable Texture Formats ]
D3DFMT_R5G6B5
D3DFMT_A8R8G8B8
[ 2 Depth Formats ]
D3DFMT_D16
D3DFMT_D24S8
1024 x 768 x 16 ( D3DFMT_R5G6B5 )
[ 12 Texture Formats ]
D3DFMT_DXT5
D3DFMT_DXT4
D3DFMT_DXT3
D3DFMT_DXT2
D3DFMT_DXT1
D3DFMT_P8
D3DFMT_R3G3B2
D3DFMT_A8R3G3B2
D3DFMT_A4R4G4B4
D3DFMT_A1R5G5B5
D3DFMT_R5G6B5
D3DFMT_A8R8G8B8
[ 0 Depth Texture Formats ]
D3DFMT_D16_LOCKABLE
[ 2 Renderable Texture Formats ]
D3DFMT_R5G6B5
D3DFMT_A8R8G8B8
[ 2 Depth Formats ]
D3DFMT_D16_LOCKABLE
D3DFMT_D16
1024 x 768 x 32 ( D3DFMT_X8R8G8B8 )
[ 12 Texture Formats ]
D3DFMT_DXT5
D3DFMT_DXT4
D3DFMT_DXT3
D3DFMT_DXT2
D3DFMT_DXT1
D3DFMT_P8
D3DFMT_R3G3B2
D3DFMT_A8R3G3B2
D3DFMT_A4R4G4B4
D3DFMT_A1R5G5B5
D3DFMT_R5G6B5
D3DFMT_A8R8G8B8
[ 0 Depth Texture Formats ]
D3DFMT_D16
[ 2 Renderable Texture Formats ]
D3DFMT_R5G6B5
D3DFMT_A8R8G8B8
[ 2 Depth Formats ]
D3DFMT_D16
D3DFMT_D24S8

----------------------------------
Loaded Settings: Adapter[0]: 640x480x32
Setting FullScreen Mode: 640x480xD3DFMT_X8R8G8B8xD3DFMT_D24S8
Created HAL Device. Texture Mem = 26MB
Using T&L Pipeline.
rend_shadow_buffer_create(): disabling high detail shadows (no depth texture support)
pcscreenfx_create_buffers(): disabling effects buffers (no hardware support)
D3DERR_INVALIDCALL: The method call is invalid. For example, a method's parameter may have an invalid value.
Error creating basic effects texture!
Pad: port=0 slot=0 opened
D3DERR_INVALIDCALL: The method call is invalid. For example, a method's parameter may have an invalid value.



Alguém sabe o que devo fazer para conseguir!
Obrigado antecipadamente[/img]
Trinitro
Trinitro Ubbergeek Registrado
8.2K Mensagens 30 Curtidas
#2 Por Trinitro
02/06/2003 - 20:42
não dá...lamento cara
o 3danalize na verdade não emula pixel shader ..ele apenas vai a vga ignorar os campos que usem o efeito na imagem...tanto que no 3dmark 2001 oqu aperecia no lugar da agua (que seria o pixel shader) era uma mancha rosa....

lamento....com o game num vai funfarb27a0e6eca82fb573208535a97323fab
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