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 Readme for:  Library » Graphics » wazp3d.lha

Wazp3D

Description: CPU only Warp3D implementation
Download: wazp3d.lha       (TIPS: Use the right click menu if your browser takes you back here all the time)
Size: 1Mb
Version: Beta55.1
Date: 16 Oct 14
Author: Alain Thellier
Submitter: K-L
Email: alain thellier/orange com
Homepage: http://thellier.free.fr/Wazp3D.htm
Category: library/graphics
Replaces: library/graphics/wazp3d.lha
License: GPL
Distribute: yes
Min OS Version: 4.1
FileID: 9008
 
Comments: 3
Snapshots: 0
Downloads: 569  (Current version)
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Votes: 6 (0/0)  (30 days/7 days)

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DESCRIPTION Wazp3D  : Alain THELLIER - Paris - FRANCE Wazp3D is a library
intended to be compatible with the famous Warp3D.library (AmigaOS 68020-40 or
OS4-PPC or Aros or Morphos )
-----------------------------------------------------------------------------
If you enjoyed Wazp3D send me a postcard at: Thellier. 43 Rue Ordener. 75018
PARIS. FRANCE
-----------------------------------------------------------------------------   
                                                                                

LICENSE 
GNU General Public License (GNU GPL) 

MOST IMPORTANT FEATURES 
o Compatible with the famous Warp3D.library for AmigaOS 
o Inside Aros & WinUAE & Morphos can also render in hardware    
o StormMesa & MiniGL compatibility 
o The 97 functions from the latest Warp3D.library v5 are presents :-) 
o Sources included (...so Wazp3D has been ported to AROS) 
o Can be software only (=slow) : no need to have 3D hardware 
o Work in UAE so can serve to compile/test your 3D softwares inside UAE 
o Wazp3D can lie and pretend to have a "perfect hardware driver"  so the
3D-softwares will not fail due to a lacking feature. 
o Full Documentation, faq and grabs at http://thellier.free.fr/Wazp3D.htm 
o Unlike QuarkTex you can run multiple Warp3D applications concurrently 
o Built-in debugger                                                     
o Demo-program http://aminet.net/dev/src/Cow3D.lha to use with Wazp3D           
                                  

INSTALLATION 
Wazp3D-Prefs should be copied to your SYS:Prefs directory
Rename existing LIBS:Warp3D.library to LIBS:Warp3D.library-save

If you are not using WinUAE but a real OS3 Amiga 68k or another emulator then
just
  copy Wazp3D.library-full TO LIBS:Warp3D.library 

If you are not using WinUAE but a real OS4 PPC Amiga
  copy Wazp3D.library-os4  TO LIBS:Warp3D.library

If you are not using WinUAE but a real Morphos machine
  copy Wazp3D.library-morphos  TO MOSSYS:Libs/Warp3D.library 
  copy Wazp3DPPC.library-morphos  TO MOSSYS:Libs/Warp3DPPC.library

If you are using WinUAE then 
  copy Wazp3D.library-winuae TO LIBS:Warp3D.library 
  copy soft3d.library TO LIBS:soft3d.library 
  and PC side copy soft3d.dll to the WinUAE directory
  WinUAE need "Miscellaneous panel/Native code execution" to be enabled 

If you are using Aros then 
 It is already in LIBS:Warp3D.library
 
Warning: upper/lower cases are important for libraries names

WAZP3D-PREFS
The Wazp3D-Prefs tool allow to change some parameters for Wazp3D
If Wazp3D-Prefs dont works then your install is not good...
It is recommended to use Wazp3D-Prefs BEFORE starting your-3d-program for the
first time
you can also use Wazp3D-Prefs when your-3d-program is running (so impossible
with screen-blankers)
But as Wazp3D now save/read the Prefs you may encouter problems if the settings
were not good
when your-3d-program was first started (typically using a too slow
"renderer:soft to bitmap" option)
In this case the better is to delete the file Waz3D.cfg in your-3d-program
directory
Then start Wazp3D-Prefs. Set your favorite settings. Close Wazp3D-Prefs. Start
your-3d-program
In Wazp3D-Prefs all options with a '+' like "+Renderer:hard" are intended to be
setted 
BEFORE starting your-3d-program for the first time
If you change such an option during play then it will only have effect next time
(ie when modified Waz3D.cfg will be read )
The cfg-os4 directory give some config files for OS4 machines : 
just copy (say) Wazp3D.cfg-frogatto to your frogatto directory as Wazp3D.cfg
see full documentation at http://thellier.free.fr/Wazp3D.htm

HISTORY 
Wazp3D was first created to test the "Tales of Tamar"'s 3D Map inside WinUAE.
I have no time left to work more on this project. So i released the source &
library                                                               

VERSIONS  HISTORY 
Changes from previous version 
--------------------------------------------------------------------------------
-----------------------

Beta 55.1
o AmigaOS 4.1 : Corrected wrong colors in some games (VoxelNoid for example).
Not really a bug since WaZp3D was strictly following WaRp3D documentation but
WaRp3D drivers don't (since there is a mistake in WaRp3D doc). Here is the fixed
documentation for WaRp3D :

Warp3D/W3D_InterleavedArray
NAME
W3D_InterleavedArray - Set all array pointers at once (V5)
SYNOPSIS
uint32 W3D_InterleavedArray(W3D_Context *context, void *pointer,
uint32 stride, uint32 vertexFormat, uint32 flags);
FUNCTION
This functions sets up an interleaved array for rendering via
W3D_DrawArrays or W3D_DrawElements. The interleaved array is handled
by these functions as if W3D_*Pointer has been called for all affected
array pointers. See NOTES for further clarification.
Each bit in the vertexFormat parameter specifies the presence of one or
more data items in each array element. However, the order in which these
elements occur in the array is fixed. Note that the X,Y and Z
are implicitly included in the format. All other data must appear in the
order specified below:
W3D_VFORMAT_FOG
The vertex data contains a single floating point fog coordinate.
This is equivalent to calling the W3D_FogCoordPointer funtion.
W3D_VFORMAT_COLOR
W3D_VFORMAT_PACK_COLOR
The vertex data contains a primary color value, either as a packed
32 bit BGRA value (0xbbggrraa) if W3D_VFORMAT_PACK_COLOR is
specified, or as four separate 32 bit single precision floating
point values in the order R, G, B, and A.. Floating point data is
in the range 0 (for no intensity) to 1 (for full intensity).
[_]

o Added a specific WaZp3d.cfg file for VoxelNoid.

Beta 55 
o Morphos: First Wazp3D for Morphos :
GleXcess,Blitzquake,TheVague1,TheVague2,Cow3D,Microbe3D-demo,Nukleus-CowsNBubble
sFeatVs4 demo works
  This version have software rendering and "renderer:hard" that use hardware
TinyGL giving fast performances.
  Morphos known bugs:
    Perspective-texturing dont works because TinyGL dont know
glTexCoordPointer(4,...)
    Wazp3D-Prefs dont works well sometime you will need to set again
"Perspective:No"
    TexEnv states like W3D_MODULATE (texture coloring) are lost : this bug is
almost patched
    Lots of 3D progs dont works (cause unknown)
    OS4emu dont seems to emulate the Warp3D v5 functions so only old Warp3D
progs may works (so Crisot demo draw nothing)
o Bug fix about coloring (recent bug in GleXcess scene 4)
o OS4: Now Crisot demo "Universe#3 TheTrip" works (but without the bump-mapping
effect of course)
  Wazp3D.cfg files for this demo joined
--------------------------------------------------------------------------------
-----------------------
Beta 54 
WARNING: v54 has been reported to be buggy with Hurrican... 
o Now also bufferize
DrawTriFan/DrawTriStrip/DrawLineStrip/DrawLineLoop/DrawTriangleV/DrawTriFanV/Dra
wTriStripV/DrawArray/DrawElements
   so badly (typically old OpenGL demos) written apps that call those draw
functions for few triangles are faster now 
  So now ALL 12 drawing operations are bufferized and converted to
W3D_PRIMITIVE_TRIANGLES/LINES/POINTS
o You can define global default settings in Prefs:Env-Archive/Wazp3D.cfg (be
carefull)
o Option "Renderer:Hard" + "Do Mipmaps" works now (WinUAE & Aros)
o Bug fix about scissor (Frogatto)
o Bug fix about p96LockBitMap causing freeze for renderer:Compositing2D
o Faster W3D_UpdateTexImage for renderer:Compositing2D for OS4 (Mame,etc...)
o Frogatto & Mame config files for renderer:Compositing2D
  COPY Wazp3D.cfg-frogatto TO frogatto/Wazp3D.cfg
Note:
Some OS4 games are very slow even with Wazp3D+Compositing (Mame,
Frogatto,etc...)
Those games use W3D_UpdateTexImage() very often: this fonction is very slow on
Wazp3D 
1) because this fonction is not optimized (too many formats to do an test ...)
2) Because some texture formats are converted 3 times:
   MiniGL -> Warp3D -> Compositing
--------------------------------------------------------------------------------
-----------------------
Beta 53.2
o Enhancements only for PPC version Renderer:Compositing2D
  Implements basic points/lines drawing with graphics.library (GleXcess scene2)
  Fix: small bug with UV texturing values (Giddy)
  Joined Wazp3D.cfg files for Blender,Giddy,Turrican. 
--------------------------------------------------------------------------------
-----------------------
Beta 53.1
o Enhancements only for PPC version Renderer:Compositing2D
  Get average alpha from triangle colors' so it give better transparency
effects(GleXcess,Hurrican,etc...) 
  Menus & water in Hurrican works now
--------------------------------------------------------------------------------
-----------------------
Beta 53 o Now bufferize W3D_DrawTriangle/Line/Points so badly written apps that
use those slow   functions are faster now (need Renderer:hard + Use StateTracker
ON)   (typically StormMesa apps on WinUAE like GleXcess,Cube... ) o Enhancements
for PPC version Renderer:Compositing2D   Fix:   Was crashing if several tasks
use Renderer:Compositing2D (Blender)   Patch: remove repeated texturing
(wallpaper) as CompositeTags() dont support them (Quake)   Some other
transparency effects are now supported (GleXcess,Hurrican,etc...)   Use "Force
IndirectMode:ON" & "Use StateTracker:ON" for better performances   (But Blender
need "Force IndirectMode:OFF" + "Renderer:Soft to bitmap")   Now
Hurrican,Giddy,FPSE,Aquaria works o Now Maximum screen size is 2560x2560 (...so
allow a 1280 double height screen) o Bug fix about textures structures not freed
--------------------------------------------------------------------------------
-----------------------
Beta 52.2
o FIX: ReadPrefs() now works for Wazp3D for PPC too
--------------------------------------------------------------------------------
-----------------------
Beta 52.1
o Now automatically write/read Wazp3D-Prefs settings in a local Wazp3D.cfg file
  ( OpenLib() & W3D_CreateContext() call ReadPrefs() and W3D_DestroyContext()
call WritePrefs() )
Note: WinUAE need "Miscellaneous panel/Native code execution" to be enabled 
--------------------------------------------------------------------------------
-----------------------
Beta 52
o StateTracker & soft3d.library are enhanced so "renderer:hard/hard overlay" is
faster on Wazp3D/WinUAE & Wazp3D/Aros 
o Now Maximum screen size is 2048x2048 : Blender :-)
o FPSE (Playstation emulator) support "Renderer:hard" now 
(Need latest FPSE release + latest gpuw3d.dll + "Use Clear Image OFF" "Use
Filtering ON")
http://amidog.se/amiga/fpse/
http://www.amidog.se/amiga/bin/WIP/FPSE-OS3-gpuw3d.tar.gz
http://www.amidog.se/amiga/bin/WIP/FPSE-AX86-gpuw3d.tar.gz
Tested & working: Tomb Raider3, SoulBlade, Legacy of Kain, Crash Bandicoot,
Parasite Eve, Gran Turismo
o Now you can run old 68k stormmesa progs on OS4 ppc machines
  (Just install from Aminet old StormMesa libraries + StormMesa2010's
agl.library) 
o Renderer:Compositing2D for OS4 ppc machines. It is only a Proof Of Concept
(see soft3d_compositing.c)
  In fact only some 2D programs like "The Vague" support it well
o A few speedup for 32 bits displays BGRA/ARGB/ABGR/RGBA

What is StateTracker ? 
 OpenGL and Warp3D use "states" to disable/enable the differents effects like
Texturing,Gouraud,etc...
 Wazp3D before v47 (or QuarkTex) was just converting a given Warp3D state to the
OpenGL or Soft3D equivalent state
    Example: W3D_SetState(context,W3D_TEXMAPPING,W3D_ENABLE); -->
glEnable(GL_TEXTURE_2D);
 Now the StateTracker analyse very smartly if the current states have really
changed. 
 If they really changed then Soft3D or OpenGL equivalent states are updated
 If they dont changed then Wazp3D do nothing : it dont call Soft3D nor OpenGL
 So now the x86 (or Aros Mesa) calls are minimized 
 So better performances in hardware mode
 So well written Amiga games like "Cube" are now very fast with "renderer:hard
overlay"
 Note: If you have display problems then "Use StateTracker OFF" but it will be
slower

What is Compositing 2D ? 
 Amiga OS4 got the new graphics.library/CompositeTags() function. 
 This function allow hardware accelerated "Porter & Duff Alpha compositing"
(used in OS4 menus/windows transparency)
 But CompositeTags() also allow to draw textured triangles with corrected
perspective and filtering.
 So as a Proof of Concept the latest Wazp3D v52 can use Compositing as renderer 
 BUT keep in mind that CompositeTags is NOT a real 3D Driver:
 Unlike Warp3D CompositeTags dont have Zbuffer...cant draw lines/points...dont
support 156 BlendModes...
 dont have TexEnv modes (=Coloring GL) like Modulate/Blend/Decal.
 Note: Corrected perspective still got a bug in GLeXcess demo

Note: LodePaint & "I have no tomatoes" still need "Hack Texs|No (safe)"
Note: D3gnop need "Force IndirectMode:OFF"
Note: StormMesa2010 display bug when several StormMesa progs are opened
Note: FPSE dont (yet) support "Renderer:hard overlay" 
--------------------------------------------------------------------------------
-----------------------
Beta 51 (AmiKit only)

o Flickering on WarpTest,Engine,Payback: fixed
o Fog works for "Renderer:hard" (Cube,etc...). Fog is slightly false for
"Renderer:soft".
o "Dump .OBJ(scaled)" works again. It allow to dump the displayed scene as a
wawefront .OBJ/.MTL file
o NEW: "Hack Texs: RGBA" option that convert all textures to RGBA32 so faster
with "Renderer:Soft to Image"
Note: Playstation emulator FPSE + gpuw3d plugin works but in "Renderer:soft to
bitmap" mode only
--------------------------------------------------------------------------------
-----------------------
Beta 50 
o NEW: Hardware OpenGL(Mesa) can be used in AROS (Option Renderer:hard) but dont
works well
  due to the fact that ArosMesa cant render in a specific bitmap as Warp3D do
  Option Renderer:hard is still bugged as the ArosMesa display is offseted to
window's position
  Option Renderer:hard overlay almost works
  Wazp3D-Aros works better in "Native driver" mode with LockBitmapTags()
implemented
o Bug fixes to make Blender/MiniGL/Warp3Dv5/OS4 works:
  W3D_FreeTexObj(tex) with tex still used in context->CurrentTex[n] : fixed
  MiniGL Set ZCompareMode but dont enable Zbuffer: patched
  Bug for some ZCompareMode/Zupdate values: fixed
  Need to flush pixels if texture was freed : fixed
  In Soft3D the DrawLine function was not good : almost fixed
  Menus partially drawn: patched with "Force IndirectMode:OFF" option in
Wazp3D-Prefs
  Bugs in W3D_DrawArray() W3D_DrawElements() W3D_ClearBuffers()
W3D_GetScreenmodeList() W3D_SetTexEnv(): fixed
  ... So Blender now works on Os4 machine without 3D-drivers :-) 
  (Just remember that Wazp3D is limited to 1024x1024 screens)
o Bug fixes to make QT/MiniGL/Warp3Dv5/OS4 almost works:
  Fixed a bug in the blending function (transparency)
W3D_ONE,W3D_ONE_MINUS_SRC_ALPHA
o In WinUAE the option "Renderer:hard overlay" now works fine
  overlay is now locked to current window so avoid to lock to shell-window like
this "glExcess_os3 > nil:" 
o Cube & TuxRacer for 68k/OS3/StormMesa now works in WinUAE. Need StormMesa
libraries
  Use also latest StormMesa2010 from Aminet + set VERYFAST + LOCKMODE2 in
StormMesa-Prefs
  in Wazp3D-Prefs set "Renderer:hard overlay" + "filtering" + "anti alias" Enjoy
:-) 
    http://aminet.net/util/libs/StormMesa_Libs68K.lha
    http://aminet.net/util/libs/StormMesa2010.lha
    http://dasixk.free.fr/tuxracer-0.61.lha
    http://dasixk.free.fr/cube_16_10_2002.lzx

Beta 49
o Bugs fixed about pointers (may had cause crashes). 
  W3D_SetBlendMode() is now perfectly emulated. 
  Some optimizations: so drawing a simply textured object(CoW3D) on a 32 bits
screen is now faster. Etc...
o New Wazp3D.library-ppc (port to Amiga 0S4 PPC). Very slow so can only serve
for debugging OS4-Warp3D programs
  (Tested & working: Cube, AmiDark engine, Feather demo, TuxKart, GlGlobe,
Glsmoke, etc...)
o On OS4 machine the new Wazp3D.library-ppc can be used from old 68k programs
(=legacy 68k compatibility)
o The option Renderer "hard" is now faster  (Warning: This option still ONLY
works on 32 bits BGRA)
o Warp3D V5 implementation (but only compiled for Wazp3D.library-ppc) so
compatible with latest MiniGL
o AROS to OpenGL(Mesa) sources joined but not compiled yet (see soft3d_opengl.c
& build-PPC.sh)
o New Wazp3D-Prefs rewriten a more os-friendly way
o Enforce Demo & The game "I have no tomatoes" works now (disable option "Hack
RGB/RGBA/ARGB texs") 
o Code clean-up so the sources can serve to write your own .library or .DLL

Beta 48
o Bugs fixed: vertices having a bad color (Blitzquake) + culling defaulting to
CW (CoW3D) + Zbuffer clear value (WarpTest)
o Early OPENGL32.DLL support: Like QuarkTex the latest Wazp3D/WinUAE is now
hardware accelerated :-)   
  Now can choose in Wazp3D-Prefs the Renderer:  soft or hard (then will use
hardware OpenGL)
  This hard mode works only inside WinUAE in windowed mode. 
  Need also a 32bits BGRA Workbench or screen (support windowed & own-screen
apps)
  You can select Filtering & AntiAliasing & StateTracker in hardware mode too
:-)
  For the moment display is not perfect (GlExcess works 95%,BlitzQuake 99%) but
most programs works
  Some progs (GnuJump) need "ClearImage OFF" in Wazp3D-Prefs
  Know bugs: Background or Flat colors are sometime lost
Many hanks to the QuarkTex Author & WinUAE Team for their usefull sources
o Fog dont works 

Beta 47
o New fast native soft3d.dll for WinUAE so all the drawings are maded with the
X86 cpu 
o Quake's perspective works now (so BlitzQuake is nearly perfect)
o Simple Linear-filtering (a few bugged & very slow)
o Option "Do Mipmaps" works now (it use more memory)
o StateTracker: If the states dont really changes then dont call soft3d and
continue to bufferize the output (faster) 
  StateTracker cant works if Wazp3D-Prefs is still opened (cause the user can
change states any time)
o Enhanced Wazp3d-Prefs Gui

Beta 46   (not released)
o PayBack, ApoolGL, TiltNRoll works now :-)
o All BlendModes (transparency effects) are implemented so W3D_SetBlendMode() is
now 100% emulated
  so better transparency emulation for GLeXcess,GlTron...
 o Option "Directly draw in Bitmap" (default) supports now 15/16/24/32bits modes


Beta 45.6 (only AROS & AmiKit release) o a fatal bug from version 45.5 fixed for
AROS (SC=NULL) o recompiled for 68020/68040 68881 for AmiKit 

Beta 45.5 (not released)
o GLeXcess for OS3 works almost perfectly :-) (some new BlendModes implemented )
 

Beta 45  
o Zbuffer 100% emulated : (All Zbuffer functions & all ZCompareModes are
implemented) 
(So can do multipass texturing: BlitzQuake looks much better now with lightmaps.
MesaDemo's UnderWater works now) 
o Support big texture sizes > 256x256 (GnuJump use 1024x1024 ones) 
o Window resize works perfectly in any case 
o Misc: MesaDemo's texcyl bug fixed. TexEnvMode/BlendMode cleanup and better
emulation. Skulpt works again. FPS display fixed 
                                                
Beta 44  
o New Option "Simu Perspective" that use two quadratic-aproximations per raster
to simulate the texturing in perspective 
o So some Games/Demos using perspective works now perfectly (GLtron, Warp3D's
Engine,etc..) 
o Option "Directly draw in Bitmap" supports now ARGB/RGBA/BGRA
o GnuJump(SDLJump) & BeastieWorker games & the StormMesa demo GLflare works now 
o Various hits and StormMesa bugs have been fixed (Many thanks to Kas1e, Bernd
Roesch, Matthey, Wawa for their bugs-reports) 
o Some bugs concerning the current TexMode&ColorMode relative to W3D_SetState
have been fixed too (Many thanks to Kas1e) 
o Zbuffer and Fog use float now 
o Debugger new options: 
    Debug Adresses (memory adresses for all Warp3D's functions) 
    Debug as JSR (display calls to Warp3D as an assembly JSR) 
    Step DrawPoly  (Step after each polygon drawn)
    StepFunction50 (Step after each 50 Warp3D functions calls)

Beta 41 
o Mainly BlitzQuake enhancements (light glows, menus) 
o Additive blending. It fully emulate W3D_SetBlendMode(context,W3D_ONE,W3D_ONE) 
o "Directly draw in Bitmap" works better . Use it now for a better StormMesa
emulation on a 32 bits screen (window-resizing works now). 
o GlTron works now but distorted. 
o "Smooth Textures" works well now 
o Smarter coloring (never do a stupid flat modulate with white, do gouraud only
if color truly change) : Faster for simple coloring, fadein/out, etc... 
o Default texenvmode is now W3D_MODULATE (OpenGL compliant) 
o Less texture distorsion (but still distorted) 
o Two new options are implemented "Do MipMaps" & "True Perspective" but they
dont works :-( 
o Skulpt no more works :-( 

Beta 40 
o Quake now WORKS :-) (BlitzQuake from Aminet) 
o Fix a bug related to MiniGL implementation of DrawArray/DrawElements
(D3GNOP,Quake,...) 
o TexEnvMode full implementation (W3D_REPLACE/W3D_MODULATE/W3D_DECAL/W3D_BLEND) 
o New Options "Use Coloring GL" "Use Ratio Alpha" "Use AlphaMin&Max" "Debug Tex
Number" "Use Quake Patch" 
o Fog seems to works now 

Beta 39 
o New option "Directly draw in Bitmap" that can be faster & more compatible in
some case 
o New option "Display FPS" that count the frames per second 
o New demo-program http://aminet.net/package/dev/src/StarShip to use with Wazp3D
(StormMesa libraries needed) 
o The old option "Only Fast RGB24" is changed to "Only TrueColor 24&32" 
o Full documentation also in french on
http://thellier.free.fr/Wazp3D_franšais.htm 
o French article on Web-magazine "Obligement"
http://obligement.free.fr/articles/wazp3d.php 

Beta 38 
o StormMesa Works :-) (nearly 200 demos works now especially the impressive
Atlantis and GlutMech demos) 
o More compatible : some functions have been seriously debugged & cleaned 
o New option "Dump Object" to dump all as an .OBJ/.MTL text file 
o New option "UpdateClearZ" to force a ClearZbuffer at each update (only for
Enforce) 
o New option "Debug Sepia Image" that colorize in red the part that Wazp3D drawn


Beta 37 
o Four new games are working now: Alybox, D3gnop, Sopoblock,YAPMG :-) 
o New option "Reload Textures" to load a new texture set (to change ugly
originals textures) 
o Library also builded without debugger (smaller version) 
o New option "Hack ARGB" to convert directly ARGB textures data to RGBA (for
Tamar 3D) = economize memory 
o Obsolete option "Clamp UV[0.0 1.0]" is removed (textures are allways
W3D_REPEAT) 

Beta 36 
o Nicer & a few faster with some new optimised pixels functions 
o Texture-repeat works (Bzone) 
o Smooth Textures options 
o More compatible : Fog or coloring works now on partially transparent faces
(like trees in Tamar 3D) = new pixels functions 
o Fog works better (not perfect yet) 
o New options "Use ClearImage" & "Update At UnlockHardware " to enhance update
for some programs like gears(screen),Engine, sKulpt or TheVague. 

Beta 35 
o Code clean-up and library enhancements from Gunther Nikl 
o "Hack1 tex RGBA" works again (draw a textured-triangle as a Gouraud untextured
one = faster) 
o "Hack2 tex RGBA" works again (draw a textured-triangle as a Flat untextured
one = faster) 

Beta 34 
o Brand new pixels functions that allow to render lighted textures :-) so looks
now very nice 
o Corrected a very bad bug concerning pixels-buffering. 
o New Bug has appeared :-/ so 4D-clock & other StormMesa stuffs now crash... 
o Library is smaller :-) 

Beta 33 
o Full Documentation at http://thellier.free.fr/Wazp3D.htm 
o Corrected a very bad bug introduced in beta 32 concerning memory freeing (beta
32 line 644) 
o Corrected a very bad bug in W3D_UpdateTexSubImage 
o AROS port from Matthias Rustler 
o Various pointer==NULL bugs corrected by Matthias Rustler 
o ClampUV (if disabled allow texture_repeat) 
o Perspective correction (disabling) 
o Zbuffer enhanced = ReadZSpan/WriteZSpan/etc... 
o Code CleanUp (no more ULONG used as pointers to texture) 
o Bug fix in GetDriverTexFmtInfo : now if use UseAnyTexFmt is ON then return
supported 
o More compatible with new 3Dprogs (BattleZone,Lamintro,4D-Clock,StormMesa
examples, etc) 
o Support rectangular textures 
o Bug fix in Alpha blending on 32 bits texture but no zbuffer 

Beta 32 
o No more warnings when recompiling 
o Perspective correction (cant be disabled) 
o 3D-Clipper works 
o Less bugs (even some few fatals one) 
o Fog works (not perfect) 
o First Culling (CCW/CW face order) implementation (still bugged) 
o "Hack1 tex RGBA" works (draw a textured-triangle as a Gouraud untextured one =
faster) 
o "Hack2 tex RGBA" works (draw a textured-triangle as a Flat untextured one =
faster) 
o "AntiAlias Screen" new & works (3x3 median per pixel) (slow) 
o Library is smaller :-) 
o More compatible with new 3Dprogs 

Beta 31 (first public one) 
o New tracked memory allocation 
o Project's name changed to "Wazp3D" 

KNOWN BUGS 
A lots of works has been done to remove Wazp3D bugs 
Now more than 300 programs works well with Wazp3D 
But there are still some bugs... 

BlitzQuake: quake patch = menu not transparents (texture1 & texture9 to 32)
Mesa Demos: Demos that use W3D_updatetexture() sometime crash
Tamar3D: dragon gold = All Fogs are false
WazpTest: Fog is false (opengl fog use a standard z (=1/w)) (start 4.0 end 1.33
density 0.949999 GL=0.25 0.75)
WarpTest: Fog is false (use curious fog_end w=0.20 -> 1/w=z=5.0???) (start 1.0
end 0.20)
TheGoonies: use too much memory & crash
4Dtris: dont display well (zbuffer related)
Mesa demo spheremap & Quake: polygon's edges dont ovelarp
LamIntro: crash at close
TiltnRollDemo: crash at close
GlMatrix: This program use a bad blending mode => use glmatrix patch 
soft3d.dll: Fog exp/exp2 dont works with the dll 
soft3d.dll: If several programs then crash at exit

IMPORTANT Wazp3D is not perfect but it was good enough for me :-) This Wazp3D
binary is intended to be used within a very fast 68040 AmigaOS (= UAE emulator
with JIT like WinUAE) This Wazp3D binary is compiled for 68020/40-68881 (adjust
your WinUAE settings) Also need "full screen RTG" & JIT both to be activated to
obtain enough speed (also need picasso 96/cybergraphics and a 32 bits screen)
Wazp3D is NOT an UAE hack and so (should) not depend on a particular UAE version
But it only need much speed for his software rendering Some 3Dprogs need a big
stack to be able to run without crash (glsokoban,etc...) 

IMPLEMENTED FEATURES 
Texturing 
Zbuffer (all modes) 
Gouraud shading 
Alpha blending (all modes) 
Color blending (all modes) 
All Fogs 
All primitives 
All vertex formats,etc... 

UNIMPLEMENTED FEATURES 
Stencil masking 
Color masking 
Alpha masking 
Stippling 
Mipmapping (badly implemented)
Filtering, etc... 

TESTED AND WORKING SOFTWARES     
see full documentation at http://thellier.free.fr/Wazp3D.htm



Copyright (c) 2004-2017 by Björn Hagström All Rights Reserved
Amiga OS and its logos are registered trademarks of Hyperion Entertainment