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Opengl (Read 508 times)
Fantasma
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Opengl
17.12.03 at 19:12:19
 
I have compiled the mesa drivers for windows and it supports (by software):
Opengl 1.1:100%
Opengl1.2:100%
Opengl1.3:100%
Opengl1.4:100%
Opengl1.5:66%

If someone is interested in this driver I can e-mail it for testing Cheesy
I donīt have enough time to test it.
Now, I am working in its glide driver. Grin
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« Last Edit: 17.12.03 at 19:13:30 by Fantasma »  

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Fantasma
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Re: Opengl
Reply #1 - 17.12.03 at 19:23:59
 
Update: Itīs a opengl32.dll file, It has to be used like wickedgl
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Reaper
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Re: Opengl
Reply #2 - 17.12.03 at 19:31:40
 
can you mail it to me?
reapermail@gmx.de
thx Smiley
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Fantasma
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Re: Opengl
Reply #3 - 17.12.03 at 19:34:27
 
Ups!!!!!
post your e-mails and on Sunday Iīll send it, sorry.
I have to leave the town now and Iīll come back on Sunday Undecided
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« Last Edit: 17.12.03 at 19:41:25 by Fantasma »  

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Fantasma
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Re: Opengl
Reply #4 - 18.12.03 at 01:30:30
 
I have sent it. Please post your results
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dborca
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Re: Opengl
Reply #5 - 18.12.03 at 09:27:15
 
Quote:
I have compiled the mesa drivers for windows and it supports (by software):
Opengl 1.1:100%
Opengl1.2:100%
Opengl1.3:100%
Opengl1.4:100%
Opengl1.5:66%

If someone is interested in this driver I can e-mail it for testing Cheesy
I donīt have enough time to test it.
Now, I am working in its glide driver. Grin


Hehehe! Well, you seem to be a hotshot, right? No offense, but you managed what nobody else could do before.

The thing is, if your dll works, it's just because your applications don't make use of those 1.4/1.5 features, allright! Let me know when you hit a total rasterization fallback.

You see, the fetch_texel routines (heavily used in TRF) cannot cope with some of the filtering modes. I won't go into details; anyway, checkout "Mesa/progs/tests/dinoshade.c" from the CVS server, compile it and run it in 16bits.

Let me explain a bit better: 16bit modes can't do HW stencil. That particular demo makes heavy use of stencil. That means you'll hit a TRF each time the shadow is casted upon the floor. Then tell me why the floor looks so shitty after a certain Z values.

Hint: when the pixel/texel coverage hits a certain ratio, the fetch_texel callback runs berserk.

Of course, that could be solved by changing the fetchers. So the answer is YES, it can be done -- but SW paths will become even slower, so I didn't bothered with them. Anyway, if you find the time to fiddle with them, let me know... I will commit the changes.

Oh, and one more thing: I hope you updated the compulsory HW checks before the T&L pipeline is being run. It seemed useless to me to bulk in all the goddamn tests, since not all extensions were supported. But now, with so many features, you need to be safe! Grin
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« Last Edit: 18.12.03 at 10:08:54 by N/A »  
 
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Fantasma
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Re: Opengl
Reply #6 - 21.12.03 at 19:56:13
 
The thing is that itīs all software rendered and I havenīt done anything, only I have compile the win32 mesa driver so, maybe, it will have less fps
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Fantasma
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Re: Opengl
Reply #7 - 21.12.03 at 20:38:06
 
Update: I made a mistake:
Opengl 1.4: 93%
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Fantasma
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Re: Opengl
Reply #8 - 21.12.03 at 21:28:26
 
Now, I have another opengl32.dll that is 100% compatible with all versions of opengl even 1.5 is 100% compatible, excepting opengl2.0 Grin
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dborca
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Re: Opengl
Reply #9 - 22.12.03 at 09:28:29
 
Quote:
The thing is that itīs all software rendered and I havenīt done anything, only I have compile the win32 mesa driver so, maybe, it will have less fps


Man, what I am saying is that software rendering doesn't work correctly in all situations. The thing is, I know why! and the question is: do you? And also, you need to recognize all the software fallback paths, before the rendering pipeline is being fired. At the moment, the only fallback paths that are recognized are the ones I allowed to slip inbetween hardware steps!

And one more thing: Do not use any Mesa version _AFTER_ 23-nov-2003. The new VTX code is experimental, and crashes even the software drivers.
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Fantasma
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Re: Opengl
Reply #10 - 22.12.03 at 18:40:34
 
Quote:
Man, what I am saying is that software rendering doesn't work correctly in all situations. The thing is, I know why! and the question is: do you? And also, you need to recognize all the software fallback paths, before the rendering pipeline is being fired. At the moment, the only fallback paths that are recognized are the ones I allowed to slip inbetween hardware steps!

And one more thing: Do not use any Mesa version _AFTER_ 23-nov-2003. The new VTX code is experimental, and crashes even the software drivers.


Thanks, now I am testing them but I donīt have enough time so if someone is interested in it, Iīm not responsible of the damage that this file could do
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Fantasma
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Re: Opengl
Reply #11 - 22.12.03 at 18:50:32
 
http://www.gratisweb.com/radeonpowa/Opengl_software.html

all people who want to try this file can download it from this page

P.S: Iīm not responsible of the damage that this file could do to the computer, itīs only for beta testing
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Fantasma
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Re: Opengl
Reply #12 - 22.12.03 at 22:25:08
 
Please, tell us your results Wink
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paulpsomiadis
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Re: Opengl
Reply #13 - 23.12.03 at 01:26:39
 
DUH! The file is password protected! Roll Eyes

So how the heck are beta testers supposed to DL it? ???

Use yer' head! Tongue

Nuff said! 8)
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Fantasma
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Re: Opengl
Reply #14 - 23.12.03 at 01:35:20
 
Quote:
DUH! The file is password protected! Roll Eyes

So how the heck are beta testers supposed to DL it? ???

Use yer' head! Tongue

Nuff said! 8)

Password protected???? ???
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