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Full Version: ZZogl -- Zero GS KOSMOS fork
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Ignore this message, it's nonsence. No log-z is working.
Here's a GNU/Linux build too.
I dont know whats happening but lately ive been having some problems with Sonic Unleashed.One minute im playing,then next everything starts flashing and dissapearing and appearing back.Very weird-the HUD starts flashing,the graphics start too.One time it crashed Wacko
P.S. SPU-X 1.3.0 doesnt work fine for the game :| but 1.2.0 does
Really? I still use 1736 and have no troubles. I pass first 5 missions on Windows.
It seems I found out what's causing freezes after a while when playing Kingdom Hearts:

ZZogl: Failed to create bitmask texture ZZogl: Invalid unpack type //this warning shows up maaaany times until the game freezes
terminate called after throwing an instance of 'std::bad_alloc'
what(): std::bad_alloc // causing the freeze
ZZogl: Failed to create bitmask texture pcsx2-bin.sh: riga 2: 26057 Aborted
LD_LIBRARY_PATH="./" ./pcsx2

May I just point the finger at bitmask textures? Anyway, these are my specs:

OS: Kubuntu 9.10 i386, Linux 2.6.31-14-generic
CPU: AMD Athlon64 X2 "Toledo" 4800+ @2,4 GHz
GPU: nVidia GeForce 9500 GT PCIe 512MiB DDR3
RAM: 2x 1GiB Corsair XMS PC3200 C2 Pro

I tried any possible pcsx2 and zzogl configuration.
Grab 191 from me (http://sanechka.spb.ru/svnroot/ruslan/compilled/ and check log messages (191 is only for this messages)
bitmask texture is a common message, i'm getting it all the time in ffxii
Well, let me explain, what is bitmask texture: bitmask texture is very clever implementation of REGION_REPEAT texture wrapping mode (Zerofrog's, not mine, I only fix a few errors here). The idea is following: we could use one small texture to generate complex repeating patterns (such as sky, house walls etc) with non-trivial patter order (so user does not see repeating region to much). For this PS2 use U = (Uint & UMSK) | UFIX coordinate function. PC have no comparable functionality, so Zerofrog made a shader's trick: he made a texture, with color scheme COLOR(Uint) = Uint & UMSK, so shader calulate value from color(bitmask) + UFIX.

So bitmask is 1024 * 1 texture, so it's possible to spamm all memory with them. I should check this possibility
http://sanechka.spb.ru/svnroot/ruslan/compilled/
is there a directory for windows compiled versions?
Should I made one? Did someone need such archive?