I look forward to receiving a diff against CVS from you. I'll try to get it to work on my ATI9250 and commit it to CVS. Assuming that the code isn't totally horrible (I've not looked at it yet).
About the effects in opengl mode, could you make it work like the Xv driver? (-video-mode 1) This one uses for example scale2x or scale3x todo the "basic" scaling and then letts the hardware do any further nescesarry stretching for fullscreen / arbitrary window resizing.
As far as I can tell there are two ways of having a "basic" scaling followed by a stretch, both of which have problems:
1) Render the basic scaling to a texture using the fragment program, then render this texture to a quad using opengl bilinear filtering.
2) Adapt the fragment programs to do some bilinear filtering on top of what they do already, then have opengl render the quad across the whole window using the fragment program.
The problem with 1) is it requires rendering to a P-buffer, which according to F.J McCloud has performance issues. The problem wih 2) is the time a fragment program takes to execute is a function of the size of the polygon in pixels, and the window could be potentially very large, so having the FP execute across this area would introduce a lot of redundancy.
Maybe 1) could be implemented as an option to xmame, that way people will understand why they might get performance issues.
I guess that for now having the effect-code in OpenGL work just like -video-mode 0 is ok then, although I must say I really like the effect code with -video-mode 1, if the Xv support for the underlying hardware is ok.
Regards,
Hans
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