📄 cedega_6_troubleshooting_guide.html
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</UL><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif"><BR> <I>IndexVBO</I></FONT></P><UL> <LI><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">This option enables index buffer information to be stored in faster AGP memory to improve data transfers to the graphics card. This option only takes effect if ARB_VBO is enabled and in use. However various graphics drivers still do not have fully functional support for these operations, and corrupt geometry and/or crashes may result. </FONT> </P></UL><UL> <LI VALUE=1><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif"><B>This option is experimental</B>, and should be left disabled unless you find it helps a specific game.</FONT></P></UL><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif"><BR> <I>FixedGL Extension Buffer</I></FONT></P><UL> <LI><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">Some OpenGL applications query for a list of supported extensions. As drivers gain support for more and more features, this string gets longer and can actually cause the application to crash if it was improperly coded. This option allows Cedega to report a truncated list of OpenGL extensions to the application. The extension string reported is based off of the reported extensions on a GeForce4 4400 with the NV 61.11 drivers. If you find your application requires an extension that is not reported as enabled, use the Manual GL Extensions option to tweak the reported extensions.</FONT></P></UL><P STYLE="margin-bottom: 0cm"><BR></P><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif"> <I>ManualGL Extensions</I></FONT></P><UL> <LI><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">This option is only for Advanced Users. List of additions (+) or deletions (-) to the list of extensions reported when FixedGLExtensionBuffer is enabled. Note that extensions cannot be enabled if they are not supported by your video card/drivers. Use the glxinfo command to determine which extensions are supported on your combination of video card and drivers.</FONT></P></UL><P STYLE="margin-bottom: 0cm"><BR></P><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif"><I> FixedProgram </I></FONT></P><UL> <LI><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">Use the fixed function over vertex shader pipeline. This allows Cedega to keep data in faster AGP memory (where it may otherwise have been unable to do so), provided that vertex programs are implemented in hardware. For most games, this provides a nice speed boost to fixed function rendering. In some instances however, video cards may experience incompatibilities between the vertex shader pipeline and other graphics features in use by the game, and be bumped to a software path. If you experience extremely slow performance in a title, try disabling this option.</FONT></P></UL><UL> <LI VALUE=1><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">Fixed Programs are enabled by default on Geforce FX and later cards, and disabled for earlier cards. </FONT> </P> <LI><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">GeForce, GeForce2, GeForce4 MX, and GeForce4 Go series cards: While the drivers for these cards do support the ARB_vertex_program extension, these cards do not have hardware support for vertex programs and as such they are emulated in software by the driver, resulting in very poor performance. It is STRONGLY recommended that Fixed Programs be disabled for these cards.</FONT></P> <LI><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">GeForce3 and GeForce4 series cards: These cards do support hardware vertex programs, but high resource requirements for some games may prevent Fixed Programs from working correctly. However, many games are fully functional and gain a significant performance boost by using Fixed Programs. It is recommended that you enable Fixed Programs on a game-by-game basis. If you experience missing or corrupt geometry in a specific title, you should disable Fixed Programs for that game.</FONT></P> <LI><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">GeForce FX and later cards: Fixed Programs may safely be enabled on these cards.</FONT></P></UL><P><BR><BR></P><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif"><I> FragmentOffset Graphics Tab</I></FONT></P><UL> <LI><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">Apply fragment translation in vertex program. This option is only for Advanced Users. When a 1.4 or later pixel shader is in use, depending on the type of translation selected, it may instead be done in the fragment program. 'Tex' applies an offset to the texture coordinates, while 'Pos' applies an offset to the output position coordinates. 'Auto' will select the appropriate type depending on the game title and your video card.</FONT></P></UL><P STYLE="margin-bottom: 0cm"><BR></P><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif"> <I>NonPower of Two Textures</I></FONT></P><UL> <LI><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">Provide non power of two texture support using rectangle textures. Older hardware, such as the Geforce 2/3/4 cards, may be unable to support this feature at the same time as vertex shaders due to device limitations.</FONT></P></UL><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif"><I> </I></FONT></P><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif"><I> ClipSpace Fix</I></FONT></P><UL> <LI><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">The Clip Space Fix option allows Cedega to better emulate the differences in the graphical depth component (z) between D3D and OpenGL. </FONT> </P></UL><UL> <LI VALUE=1><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">As of Cedega 4.0, this option can safely be enabled at all times. However, in older versions, it should be disabled when using applications which make use of vertex shaders as this may result in incorrect graphics.</FONT></P></UL><P STYLE="margin-bottom: 0cm"><BR></P><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif"> <I>AnisotropicFiltering</I></FONT></P><UL> <LI><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">A technique which improves the look of textures when viewed from an angle. While there may be visual improvements in some cases, this option can cause a drop in frame rate (up to 50% on older video cards).</FONT></P></UL><P STYLE="margin-bottom: 0cm"><BR></P><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif"><I> FrameBuffer Objects</I></FONT></P><UL> <LI><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">Enables/Disables the use of framebuffer objects (FBO). FBO is a relatively new method of implementing render-to-texture functionality in OpenGL that has the potential for significant speed improvements. </FONT> </P></UL><UL> <LI VALUE=1><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">As of Cedega 6.0, this option should work for most games, and continues to be required for several titles including Battlefield 2 and Battlefield 2142. Some games may still experience issues with this option.</FONT></P></UL><P><BR><BR></P><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif"><I> FloatTextures</I></FONT></P><UL> <LI><P STYLE="margin-bottom: 0cm">Enables/Disables the use of floating point textures. Floating point textures allow games to use new graphical techniques including High Dynamic Range lighting and newer shadow map methods. This option is unavailable if Frame Buffer Objects are disabled. Float Textures are only available on NVIDIA Geforce 6x00 cards and more recent ATI cards.</P></UL><P><BR><BR></P><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif"><I> GLShading Language</I></FONT></P><UL> <LI><P STYLE="margin-bottom: 0cm">Enables/Disables the use of the OpenGL Shading Language, introduced into core for OpenGL 2.0. The GL Shading Language replaces the ARB_vertex_program and ARB_fragment_program with a unified shading model, which provides additional functionality necessary to support Direct3D Shader Model 2.0. This option must be enabled for vertex shaders 2.0 and pixel shaders 2.0 to be available.</P></UL><P><BR><BR></P><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif"><I> OcclusionQueries</I></FONT></P><UL> <LI><P STYLE="margin-bottom: 0cm">Enables/Disables occlusion queries. Modern games use occlusion queries to avoid rendering complex graphical elements if they are completely hidden (occluded) by other elements in the scene. Some drivers, notably ATI drivers, may have issues with occlusion queries in certain circumstances, in which case it is you may wish to disable this option.</P></UL><H2 CLASS="western">Joystick Tab</H2><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">You canuse this tab to add, remove, and edit joysticks.</FONT></P><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">In orderfor your joystick(s) to work properly with Cedega you will need toconfigure it. You need to tell Cedega about the joystick type, theaxes that are supported by your joystick, and what they are used for.The joystick name and axis functions can be determined with jstest.</FONT></P><P STYLE="margin-bottom: 0cm"><BR></P><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">Theavailable controller types include:</FONT></P><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif"> joystick,limitedstick</FONT></P><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif"> gamepad,tiltpad, limitedpad</FONT></P><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif"> flightstick,flightyoke, flightrc, limitedflight</FONT></P><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif"> combinedpedalwheel,dualpedalwheel, triplepedalwheel, handheldwheel, limitedwheel</FONT></P><P STYLE="margin-bottom: 0cm"><BR></P><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">Supplementalcontrollers are also supported, including:</FONT></P><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif"> shiftgate,shifter, throttle, splitthrottle</FONT></P><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif"> combinedpedals,dualpedals, triplepedals, rudderpedals</FONT></P><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif"> secondhand, headtracker, handtracker</FONT></P><P STYLE="margin-bottom: 0cm"><BR></P><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">Theavailable axis types are:</FONT></P><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif"> "none","X", "Y", "Z", "RX", "RY","RZ", "slider", "hat", “dpad”,"POV", and "ball".</FONT></P><P STYLE="margin-bottom: 0cm"><BR></P><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">The"hat", “dpad” and "POV" types aresynonymous; they all use two axes.</FONT></P><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">Toconfigure your joystick(s), click on "Joysticks" from the"Configure" Menu. From this popup you can add, edit, anddelete configured joysticks. Click on the Add button, and you will bepresented with a dialog box where you can enter the name of thejoystick (exactly as given by jstest) and configure the functionalityof your joystick's axes.</FONT></P><P STYLE="margin-bottom: 0cm"><BR></P><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">The typeand axes are listed in a comma separated list after the controllername, such as:</FONT></P><P><TT><FONT FACE="Arial, sans-serif">"Logitech Inc. WingManRumblePad" = "gamepad:X,Y,Z,RZ,slider,dpad"</FONT></TT><FONT FACE="Arial, sans-serif"><BR></FONT><TT><FONT FACE="Arial, sans-serif">"MacallyPeripherals Macally iShock II FFB Game Controller" ="gamepad:X,Y,Z,RZ,dpad[btns:2,0]"</FONT></TT><FONT FACE="Arial, sans-serif"></FONT></P><P><BR><BR></P><P><FONT FACE="Arial, sans-serif">You can remap buttons to axis ordpads by inserting a source specification in angle brackets after theaxis type. For mapping buttons to hats/dpads, the first valuespecifies the X axis source, and the second value specifies the Yaxis source. Thus, dpad[btns:2,0] means that button 0,1 = Y axis,button 2,3 = X axis.</FONT></P><P><FONT FACE="Arial, sans-serif">For regular axes, the first valuespecifies negative, the second value positive. So, X[btns:0,2] meansthat button 0 = left, button 2 = right.</FONT></P><H1 CLASS="western"><A NAME="8.Troubleshooting Common Problems|outline"></A>Troubleshooting Common Problems</H1><H2 CLASS="western">Configuring your Computer for Cedega</H2><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">Theeasiest way to determine if your system is setup correctly is tochoose the "System Tests" tab. Once you click this tab, youwill be presented with 4 tests: "Test CD/DVD drive," "Testfor hardware 3D acceleration," "Test sound support,"and "Test If POSIX Threads (pthreads) Are Required." Thesewill test your CD-ROM/DVD-ROM setup, your 3D graphics-card setup,your sound setup, and whether we detect you need pthreads or not onyour distribution (and if so, if your distribution's pthreadimplementation is modern enough to support Cedega) - all theessential components required for Cedega to run games.</FONT></P>
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