⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 cedega_6_troubleshooting_guide.html

📁 新版本支持了多达243种游戏
💻 HTML
📖 第 1 页 / 共 5 页
字号:
</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">	&quot;none&quot;,&quot;X&quot;, &quot;Y&quot;, &quot;Z&quot;, &quot;RX&quot;, &quot;RY&quot;,&quot;RZ&quot;, &quot;slider&quot;, &quot;hat&quot;, &ldquo;dpad&rdquo;,&quot;POV&quot;, and &quot;ball&quot;.</FONT></P><P STYLE="margin-bottom: 0cm"><BR></P><P STYLE="margin-bottom: 0cm"><FONT FACE="Arial, sans-serif">The&quot;hat&quot;, &ldquo;dpad&rdquo; and &quot;POV&quot; 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 &quot;Joysticks&quot; from the&quot;Configure&quot; 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">&quot;Logitech Inc. WingManRumblePad&quot; = &quot;gamepad:X,Y,Z,RZ,slider,dpad&quot;</FONT></TT><FONT FACE="Arial, sans-serif"><BR></FONT><TT><FONT FACE="Arial, sans-serif">&quot;MacallyPeripherals Macally iShock II FFB Game Controller&quot; =&quot;gamepad:X,Y,Z,RZ,dpad[btns:2,0]&quot;</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 &quot;System Tests&quot; tab. Once you click this tab, youwill be presented with 4 tests: &quot;Test CD/DVD drive,&quot; &quot;Testfor hardware 3D acceleration,&quot; &quot;Test sound support,&quot;and &quot;Test If POSIX Threads (pthreads) Are Required.&quot; 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>

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -