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3dfx Section >> 3dfx Drivers >> TitaniumGL http://www.falconfly.de/cgi-bin/yabb2/YaBB.pl?num=1268949568 Message started by Geri on 18.03.10 at 22:59:28 |
Title: TitaniumGL Post by Geri on 18.03.10 at 22:59:28 TitaniumGL is a generic opengl driver architecture that supports a lot graphics cards. TitaniumGL for Windows needs DirectX drivers. TitaniumGL will produce the 3d graphics with Direct3D. TitaniumGL offers full hardware acceleration. Software is tested with Voodoo5, but every 3dfx card should be compatible starting from Voodoo3. ------------------------------ DOWNLOAD THE LAST RELEASE (2011_06) -------------------------------- http://TitaniumGL.tk (you may use download manager) If you like my software, please donate. YOU *MUST* UPDATE TO THIS VERSION, IF YOU USE YOUR VOODOO WITH THE LATEST SFFT DRIVER (1.6) QUESTIONS AND ANSWEERS: ---------------------------- Is TitaniumGL an OpenGL to Direct3D wrapper? Yes - and no. TitaniumGL supports 3d hardware acceleration trough DirectX, therefore games with TitaniumGL will be use your graphics chip, rendering will happen on the graphics chip. BUT TitaniumGL is not a wrapper, becouse it DOES NOT wraps the OpenGL API to DirectX. How TitaniumGL produces the graphics? TitaniumGL is a virtual graphics card. TitaniumGL's state-machine does not rely on DirectX, or any other external library, TitaniumGL only renders the geometry and the textures with DirectX. This result that ALL graphics card will get the same functionality from TitaniumGL, becouse TitaniumGL's state tracker does not rely on DirectX or other graphics card driver, but still stays fast, becouse produces the rendering with graphics acceleration. With this way, TitaniumGL also bypass the problems with your card's DirectX driver. Is TitaniumGL a mesa-based driver? No. TitaniumGL is coded by myself. No external code was used. What graphics cards are supported? You can see a list from the tested card on the website. Every release of TitaniumGL is being tested with a Radeon 9800 and a Voodoo5. What is the TitaniumGL situation with Voodoos? Voodoo1 and 2 was never tryed. I tested Voodoo Rush also, but it was not able to create a valid rendering device. Voodoo3, 4, 5 tested and working. TitaniumGL's interaction with Voodoos are very good and very fast. How fast is TitaniumGL? The newest release is very fast. TitaniumGL's performance is mostly around the speed of competitive softwares, sometimes, much faster. TitaniumGL can utilise up to 4 CPU cores. What features can TitaniumGL do? Extension list of TitaniumGL is unique, much better and modern than competitive softwares featurelist. GL_EXT_vertex_array GL_EXT_multi_draw_arrays GL_EXT_compiled_vertex_array GL_EXT_texture_object GL_ARB_texture_non_power_of_two GL_EXT_bgr GL_EXT_bgra GL_EXT_abgr GL_EXT_cmyka GL_EXT_generate_mipmap GL_SGIS_generate_mipmap GL_EXT_rescale_normal GL_ARB_depth_texture GL_EXT_texture_env_combine WGL_ARB_extensions_string WGL_EXT_extension_string WGL_EXT_extensions_string WGL_EXT_swap_control GL_ARB_texture_env_crossbar GL_EXT_blend_logic_op GL_EXT_draw_range_elements GL_ARB_transpose_matrix GL_EXT_blend_func_separate GL_ARB_texture_env_combine GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_texture_env_dot3 GL_OES_byte_coordinates GL_ATI_meminfo GL_EXT_texture_edge_clamp GL_OES_fixed_point GL_OES_matrix_get GL_ARB_multitexture GL_ARB_vertex_buffer_object GL_ARB_map_buffer_range GL_ARB_multisample Why should i use TitaniumGL? TitaniumGL is designed to offer the most possible stability. Competitive softwares can produce various wierid bugs, even crashing your windows easilly. Competitive softwares cant produce windowed OpenGL rendering with Voodoos. Competitive generic OpenGL to D3D wrappers are not in development any more, they produce mostly crashing with the gpu's they meant for. Competitive generic OpenGL to D3D wrapper's feature-list are outdated, and they missing some very important extensions to run the games of these days. What games is playable with TitaniumGL? TitaniumGL is meant to run modern casual/shareware/freeware OpenGL games. So games, typically played by you in the office while you editing excell tables, or played by your sister. Of course, TitaniumGL can run the most of the old iconic AAA games also without problem, but TitaniumGL is not being optimised to run those games. There is some screenshots of OpenGL games at the website. Of course, TitaniumGL can run several other too, every version is tested with around 70 opengl game and application. |
Title: Re: TitaniumDFX Post by Geri on 18.03.10 at 23:22:49 status: -RGB, RGBA, BGR, BGRA, tons of others support -True color rendering (not in 3dfx mode of course) -Texture support up to 4096x4096 (3dfx of c. will be downscaled) -vertex arrays -VBO -Display Lists -Frame buffer image draw supported (eeeeek) -triangle, quad, quad strip, triangle strip, triangle fan & friends works. Rendering is triangle based. -vertex coloring works -multitexturing -alpha blending (most common cases works fine) -SSE and 3dnow! optimized drivers can be compiled -Quake2, Half Life, xmoto, and most of nehe tutorials running with suitable speed. Minor bugs. |
Title: Re: TitaniumDFX Post by Geri on 19.03.10 at 18:49:50
-entry points fixed GL_ARB_transpose_matrix
-some aligment bugs fixed -added alphafunc -added some random missing stuffs to glget it seems the folowwing extension list will be the final: GL_EXT_vertex_array GL_EXT_multi_draw_arrays GL_EXT_compiled_vertex_array GL_EXT_texture_object GL_ARB_texture_non_power_of_two GL_EXT_bgr GL_EXT_bgra GL_EXT_abgr GL_EXT_cmyka GL_EXT_generate_mipmap GL_SGIS_generate_mipmap GL_EXT_rescale_normal GL_ARB_depth_texture GL_EXT_texture_env_combine WGL_ARB_extensions_string WGL_EXT_extension_string WGL_EXT_extensions_string WGL_EXT_swap_control GL_ARB_texture_env_crossbar GL_EXT_blend_logic_op GL_EXT_draw_range_elements GL_ARB_transpose_matrix GL_ARB_multitexture GL_ARB_vertex_buffer_object now todo: -fix quake3 bugs almost perfect - - -rewrite |
Title: Re: TitaniumDFX Post by Geri on 21.03.10 at 19:16:29
texture format ,,GL_ALPHA'' was missing.
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Title: Re: TitaniumDFX Post by Geri on 23.03.10 at 12:11:13
known bugs:
-some texture formats need to add. -they are some texture pipeline swithing bugs. In some cases, by swithcing beethwen pipelines resulting one of the pipelines to map incorrect textures, or does not map any textures even. |
Title: Re: TitaniumDFX Post by Geri on 23.03.10 at 21:42:03
Quake3 runs.
Jedi Academy runs. Alice runs. |
Title: Re: TitaniumDFX Post by elfuego on 30.03.10 at 06:03:09
... and where can the package/driver be found? Any english/german alternative to hungarian? :)
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Title: Re: TitaniumDFX Post by ultima on 30.03.10 at 13:26:40
and for which cards will this be applicable?? all voodoo cards that support glide??
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Title: Re: TitaniumDFX Post by Maf on 30.03.10 at 13:41:45
So TitaniumDFX will be an OpenGL ICD for 3dfx cards created specially for use with small OpenGL apps? This is how I understand it after reading the FAQ.
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Title: Re: TitaniumDFX Post by Geri on 01.04.10 at 17:25:25
Currently
Yes, ps, sorry for the very lot misunderstoodable informations, but currently i cant explain better. But after it will be done, it will be clear. Maybee it would be easyer to just simply if i speak about the |
Title: Re: TitaniumDFX Post by Geri on 06.05.10 at 12:48:38
i changed the topic's description a bit.
some new informations: |
Title: Re: TitaniumDFX Post by exxe on 06.05.10 at 21:09:47
is there a translation from Tokelauan language to english?
;) |
Title: Re: TitaniumDFX Post by Geri on 06.05.10 at 21:36:12
It is no news on the tokelauan webpage about this :D
this topic will had the newest news about it. |
Title: Re: TitaniumDFX Post by Geri on 11.05.10 at 19:28:26
Milestone: first working public binary compiled.
It will be released soon. but fist, i need a tester who has 64bit opsystem with voodoo3 and one with voodoo5. oh and has msn |
Title: Re: TitaniumDFX Post by exxe on 12.05.10 at 20:31:53
Voodoo3 check
Voodoo5 check 64Bit Windows nope MSN nope (never) |
Title: Re: TitaniumDFX Post by Geri on 12.05.10 at 22:47:31
first version downloadable. read the first post.
and send bugreports. and donate |
Title: Re: TitaniumDFX Post by ps47 on 14.05.10 at 10:10:17
nice.I'm pulling out the test machine as soon as I have some free time.. ;D
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Title: Re: TitaniumDFX Post by Geri on 21.05.10 at 00:11:32
esters donated 10 eur \o/
(only 30 more ppl left to donate and i will get enough money to buy a v5 pci and a 64bit computer :D) edit: thema also donated |
Title: Re: TitaniumDFX Post by Geri on 23.05.10 at 23:17:40
now some enhancement in texture formats and in gllight-ing being done
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Title: Re: TitaniumDFX Post by Geri on 01.06.10 at 22:46:36
some missing opengl functionality added with 2d manipulation, some gllight based applications fixed, some missing texture formats added
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Title: Re: TitaniumDFX Post by Geri on 21.06.10 at 22:17:25 |
Title: Re: TitaniumDFX Post by Geri on 06.08.10 at 14:37:30 new release: appprox september 1. |
Title: Re: TitaniumDFX Post by ps47 on 10.08.10 at 20:51:06
..3 months have passed,still no free time.being an adult sucks.
at least I have managed to put the test machine together,lets hope I will be able to give it a spin 'till the end of the month..I still need to test the latest koolsmoky's driver as well ::) |
Title: Re: TitaniumDFX Post by Geri on 10.08.10 at 21:19:37
Say when you begining the test, and i will send you the newest working in progress dll.
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Title: Re: TitaniumGL Post by Geri on 22.08.10 at 19:08:37
new version released tonight.
-Array'a normal pointer was ignored if type wasnt float -glWindowPos was missing -Copying texture image to system ram was missing -Some texture handling function was not initialised properly, mading segfault possible in some cases -interleaved data input is now accepted -VBO is now created even if incoming parameters are NULL -Geometry with Quad strips was corrupt -In windowed rendering it was a too big protch on the top of window -now, 16-bit only 3d vga-s also can be used with 32-bit only games -Transposed matrix function pointers was broken -Texture-loss fixed with S3 Trio3D and Permedia2 |
Title: Re: TitaniumGL Post by Geri on 27.08.10 at 14:49:50
to run Prey: The last call on voodoo5 is possible now. The game menu is alreday runs, but game got some missing textures. Maybee i can fix it.
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Title: Re: TitaniumGL Post by osckhar on 28.08.10 at 00:22:19
Hi Geri,
Very interesting. Keep up the good work. Oscar. |
Title: Re: TitaniumGL Post by Geri on 28.08.10 at 02:22:55
today i was found some bugs that caused flickering rainbow colors in tuxkart/torcs. The fix will be available in the newest driver.
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Title: Re: TitaniumGL Post by Geri on 28.08.10 at 23:10:40
Hotfix released to fix tuxkart/torcs. Some alpha blending bugs fixed too.
from now, if somebody sends me a donation, i compilie a optimized dll to she's/he's computer with multicore support and option to Cyrix 6x86, AMD K5, Pentium 1, Pentium MMX, Pentium2, Pentium 3+SSE, Pentium 4 and SSE2, AMD K6 and 3dnow!, AMD K7 and 3dnow!, AMD Athlon64, Core2Duo/Quad AMD Athlon II/Phenom support! It can be much faster than the original one. |
Title: Re: TitaniumGL Post by Geri on 28.08.10 at 23:11:14 |
Title: Re: TitaniumGL Post by m14radu on 29.08.10 at 07:32:14
amazing !
good Work Geri ! Titanium GL it"s working also for AAlchemy 8163/8164 ? |
Title: Re: TitaniumGL Post by Geri on 29.08.10 at 12:01:57
If aalchemy has directx support, wich i am not sure, it will run.
(some random screenshots) |
Title: Re: TitaniumGL Post by Tim on 29.08.10 at 13:42:53
This stuff is amazing Geri, thank you so much. :)
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Title: Re: TitaniumGL Post by Geri on 30.08.10 at 02:47:13
www.i-am-bored.com/media/25208_MoitvationalPokemon.jpg" name="post_img_resize_17" alt="" border="0" id="imagecount17" style="display:none" />
thanks guys, now only 300 bugs left to catch :D |
Title: Re: TitaniumGL Post by Geri on 15.10.10 at 18:06:25
vote.
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Title: Re: TitaniumGL Post by Geri on 17.10.10 at 12:01:43
new version will arive around 2010 12 01, will contain these modifications
-extension added: GL_OES_byte_coordinates -extension added: GL_ATI_meminfo -extension added: GL_EXT_texture_edge_clamp -vertex array secondary and third texture pipeline was broken when input was vertex array or vbo -recursive display list handling was broken -display list support was extended due to specifications -UV was broken with display lists with secondary and third texture pipeline -default precisity of the perspective correction is incrased -fullscreen rendering speed is almost doubled with some older graphics cards -fixed backbuffer creation issue -LINE and POINT drawing code changed, now line and point sizes are supported -2d bitmap framebuffer-draw moving has been fixed |
Title: Re: TitaniumGL Post by Geri on 18.10.10 at 19:57:07
http://legend.uw.hu/TitaniumGL/optimize.html block diagram available now
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Title: Re: TitaniumGL Post by Geri on 19.10.10 at 18:18:57
new version (prerelease)
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Title: Re: TitaniumGL Post by Narmounet on 13.12.10 at 10:00:07
Hi Geri !
I mounted yesterday my 3dfx ring, I'll test your release :) |
Title: Re: TitaniumGL Post by Geri on 31.12.10 at 21:05:07
hi
thanks, i added you to msn. |
Title: Re: TitaniumGL Post by Geri on 07.04.11 at 01:48:44
New version arrives probably at the end of the month.
BIG fixes. |
Title: Re: TitaniumGL Post by m14radu on 07.04.11 at 05:45:25
well done Geri !
i have to perform some new tests :) |
Title: Re: TitaniumGL Post by Geri on 07.04.11 at 16:29:17
;)
new version will contain this improvements: - -Extension added: GL_ARB_map_buffer_range done -Extension added: GL_OES_matrix_get done -Color buffer writemask support has been added done -Speed-up around matrix calculations done -Thread handle leaking fixed done -Strange protch has been fixed in windowed rendering done -Number of acessible TMU's incared from 3 to 4 done -Added a bounch of missing texture formats, like 4_4_4_4, 10_10_10_2, etc... done -Added fixed-point support done -Added experimental OpenGL ES 1.x support and ES context creation done -glPushAttrib was broken done -Fixed some bugs with Tuxracer done -Fixed some bugs in Tuxkart done -Default variables around light handling was broken done -Fixed missing colors with porrasturvat done -Fixed crash with stepmania done -Some fixes around lighting and material handling done -Fixed display list drawing when texturing is disabled done -Improved multi-cpu support done -Added some missing parameters to glGet done -Added some missing caps to glIsEnabled done -Improved SEGFAULT protection in VBO data mapper done -Added multisampling support under linux done -Scissoring now affects clear done -Big data blocks can now processed on multiple cpu cores done -Default viewport is fixed with SDL's buggy window init done -A small speed improvement in vertex processing done -A matrix calculation bug fixed with some complex matrixes -Direct access to Directx's Hardware T&L pipeline in some situations done -Texture loading time improved for big textures. done -Perspective vertex flickering fixed done -Around total 50-300% speed-up. done |
Title: Re: TitaniumGL Post by ps47 on 08.04.11 at 21:33:32
looks great.too bad I have absolutely zero free time..maybe I'll be able to finally test it when I'm done moving house.
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Title: Re: TitaniumGL Post by m14radu on 09.04.11 at 06:34:24
these new features are very interesting :
Direct access to Directx's Hardware T&L pipeline in some situations -Automatic GPU vertex caching (pending...) :) good work Geri ! |
Title: Re: TitaniumGL Post by m14radu on 09.04.11 at 10:40:06
Geri !
i installed today the titaniumgl. i just copied the opengl32.dll into the game folder. two games were tested: return to castle wolfenstein and quake3. The games started, both, but with dispalys errors, and i was unable to play them. did i do something wrong ? instalation procedure is ok ? sistem is ECS K7VTA3, an mobile xp@2200 Mhz, voodoo5 5500, SFFT 1.6 and Windows XP Sp3. |
Title: Re: TitaniumGL Post by Geri on 09.04.11 at 14:45:22 m14radu wrote on 09.04.11 at 10:40:06:
please pick me up on yahoo im (gerilgfx) on msn, or icq, or on skype, there i send you some very new prebeta dll and we can check the issues there. |
Title: Re: TitaniumGL Post by Geri on 09.04.11 at 16:37:33
I are implemented the automatic GPU vertex caching. Shame it does not bring the needed performance, so i throwed it. (on 2x1666 amd my multithreaded transforming and lighting code causes 120 fps, direct gpu vertex caching brings 30 fps on the same code)
Direct transforming with multithreaded vertex pre-processer is done and gives brutal speed-up with some applications. |
Title: Re: TitaniumGL Post by Geri on 09.04.11 at 18:20:29 I have found out the bug is in SFFT's g_pd3dDevice->SetScissorRect and GetScissorRect calls. I now tryed to find out, what causes these problems, and tryed to build a hack around scissoring. But currently it seems its not succesfull. I was tryed to contact with SFFT several times at last year and at this year, but my attempts was unsuccesfull. If somebody see SFFT, tell him to fix this bug, without this, TitaniumGL will not work properly. Until this happends, i suggest to use different d3d drivers with titaniumgl for voodoo5. i was able to fix. |
Title: Re: TitaniumGL Post by Geri on 09.04.11 at 18:59:22 Runinng multiple hw accelerated 3d ogl apps on Voodoo5 with the upcoming version of TitaniumGL Runinng multiple hw accelerated 3d ogl apps on Voodoo5 with the upcoming version of TitaniumGL After finally this version is done, my opengl to d3d wrapper will be the -smallest -fastest -stablest -compatiblest -modernest implementation available on the world. And its 100% own code. I smell money :D |
Title: Re: TitaniumGL Post by m14radu on 09.04.11 at 19:11:09
nice work !
is the fix already on the titaniumgl site for dowload available ? i added you on yahoo messenger. |
Title: Re: TitaniumGL Post by Geri on 09.04.11 at 19:16:26
No. The site contains 5 month old version. New version still needs more testing. I will send it to you on yahoo and you can check it.
i accepted your add request but i dont see you in my list. please write something if you see mee. |
Title: Re: TitaniumGL Post by m14radu on 09.04.11 at 20:17:24
ok.
Geri sent me the fixed dll. First impression. Quake 3: the introduction is not working, i get some flickering screens. the game menun is ok, the game start. Not all textures are displayed corectly looks like this: Uploaded with ImageShack.us Retrn to castle Wolfenstein: the introduction is working, i get some flickering screens. the game menun is ok, the game start. looks like this: In this game i have the impression that the game runs much faster than with the mesafx. unfortunately when switching to windows the screens is full of pixels, and then the game is not playble anymore. In the game the textures quality seems to be improved ! Not all textures are displayed corectly Uploaded with ImageShack.us I used my voodoo5 5500 AGP :), win XP SP3, 1,5Gb ram, and SFFT 1.6 |
Title: Re: TitaniumGL Post by Geri on 09.04.11 at 20:18:32
noticed
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Title: Re: TitaniumGL Post by m14radu on 09.04.11 at 20:33:57
ok, new dll received from Geri !
( dll with disabled multitexturing ) Uploaded with ImageShack.us Uploaded with ImageShack.us Update: Check out the wall textures ! Uploaded with ImageShack.us |
Title: Re: TitaniumGL Post by Geri on 09.04.11 at 20:39:58
noticed
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Title: Re: TitaniumGL Post by m14radu on 09.04.11 at 20:52:33 |
Title: Re: TitaniumGL Post by Geri on 09.04.11 at 20:56:18
saved :D
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Title: Re: TitaniumGL Post by Geri on 09.04.11 at 21:34:29
Thanx for radu for checking this popular old aaa games. TitaniumGL meant for new casual games, but i will spend some times to try resolve some of this bugs also.
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Title: Re: TitaniumGL Post by Geri on 10.04.11 at 01:28:10
i was able to fix bugs in the newest tuxkart (0.7.1). tomorow i try to fix the texturing issues in the folowing games:
quake3 doom3 return to castle wolfenstein prey the last call the issue is probably a bad decal alpha format interpretation. |
Title: Re: TitaniumGL Post by m14radu on 10.04.11 at 07:20:30
My pleasure !
Again, good work Geri ! I'm waiting for the new release 8-) 8-) 8-) @Everybody: Now we have the oportunity to get an new and improved Opengl for our voodoo's ! Let's test the TitaniumGL and give to Geri the needed Feedback ! The reaction and bug fixing from Geri is very fast ::) Thanks ! |
Title: Re: TitaniumGL Post by Geri on 10.04.11 at 21:20:44
new version released, link in first reply.
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Title: Re: TitaniumGL Post by trevormacro on 11.04.11 at 08:27:39
Hello Geri,
I want to play Quake 3 and all games in OPENGL and Emulators for windows . I have Agp2Pci Adapter + Voodoo 5 5500 ( and v5k6 6000 ) and QX9770 processor with asus p5wdg2 ws pro motherboard. Don't work with TitaniumGL Drivers. Can you make an working drivers for me please ? for agp2pci adapter +v5k6 card. Thanks In Advance. |
Title: Re: TitaniumGL Post by Geri on 11.04.11 at 13:36:18
I need the folowing informations
-What driver do you has currently installed for your Voodoo5 5500/6000? -If you enter to dxdiag, you are able to test direct3d acceleration? -If you try to use TitaniumGL, what error happends? Program crashes, program starts but you get no picture, or program says it was not able to create opengl context? |
Title: Re: TitaniumGL Post by Geri on 11.04.11 at 19:09:55
sorry, image on the webpage leaded to link of the older version. you may downloaded wrong version?
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Title: Re: TitaniumGL Post by trevormacro on 11.04.11 at 20:04:50
I installed Koolsmoky beta Drivers
http://www.3dfxzone.it/public/files/Voodoo5.zip I have all Direct3D test ok. Program don't work ( quuake 3 don't want to run ) |
Title: Re: TitaniumGL Post by Geri on 11.04.11 at 20:16:31
write all steps, what have you did
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Title: Re: TitaniumGL Post by trevormacro on 11.04.11 at 22:51:21
Q3 1.32c win-x86 May 8 2006
----- FS_Startup ----- Current search path: C:\Documents and Settings\Trevor\Desktop\Quake III Arena\baseq3\pak8.pk3 (9 files) C:\Documents and Settings\Trevor\Desktop\Quake III Arena\baseq3\pak7.pk3 (4 files) C:\Documents and Settings\Trevor\Desktop\Quake III Arena\baseq3\pak6.pk3 (64 files) C:\Documents and Settings\Trevor\Desktop\Quake III Arena\baseq3\pak5.pk3 (7 files) C:\Documents and Settings\Trevor\Desktop\Quake III Arena\baseq3\pak4.pk3 (272 files) C:\Documents and Settings\Trevor\Desktop\Quake III Arena\baseq3\pak3.pk3 (4 files) C:\Documents and Settings\Trevor\Desktop\Quake III Arena\baseq3\pak2.pk3 (148 files) C:\Documents and Settings\Trevor\Desktop\Quake III Arena\baseq3\pak1.pk3 (26 files) C:\Documents and Settings\Trevor\Desktop\Quake III Arena\baseq3\pak0.pk3 (3539 files) C:\Documents and Settings\Trevor\Desktop\Quake III Arena/baseq3 ---------------------- 4073 files in pk3 files execing default.cfg execing q3config.cfg com_zoneMegs will be changed upon restarting. couldn't exec autoexec.cfg Hunk_Clear: reset the hunk ok ...detecting CPU, found Intel Pentium III ------- Input Initialization ------- No window for DirectInput mouse init, delaying Joystick is not active. ------------------------------------ ----- Client Initialization ----- ----- Initializing Renderer ---- ------------------------------- ----- Client Initialization Complete ----- ----- R_Init ----- Initializing OpenGL subsystem ...initializing QGL ...calling LoadLibrary( 'C:\WINDOWS\system32\opengl32.dll' ): succeeded ...setting mode -1: 1440 900 FS ...using colorsbits of 32 ...calling CDS: failed, bad mode ...trying next higher resolution: failed, bad mode ...restoring display settings ...registered window class ...created window@3,22 (1446x932) Initializing OpenGL driver ...getting DC: succeeded ...GLW_ChoosePFD( 32, 32, 32 ) ...39 PFDs found ...hardware acceleration found ...PIXELFORMAT 2 selected ...creating GL context: succeeded ...making context current: succeeded ...WARNING: fullscreen unavailable in this mode ...setting mode -1: 1440 900 FS ...using colorsbits of 16 ...calling CDS: failed, bad mode ...trying next higher resolution: failed, bad mode ...restoring display settings ...window already present, CreateWindowEx skipped Initializing OpenGL driver ...WARNING: fullscreen unavailable in this mode ...shutting down QGL ...unloading OpenGL DLL ...assuming '3dfxvgl' is a standalone driver ...initializing QGL ...calling LoadLibrary( 'C:\WINDOWS\system32\3dfxvgl.dll' ): failed ...shutting down QGL ----- CL_Shutdown ----- RE_Shutdown( 1 ) ----------------------- GLW_StartOpenGL() - could not load OpenGL subsystem |
Title: Re: TitaniumGL Post by Geri on 11.04.11 at 23:29:37
I am not sure that 1446x932 will work. Please try a different, simple opengl application, like xmoto for windows. http://xmoto.tuxfamily.org/ and tell me, if it starts. And please, use the newest SFFT, if it is possible.
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Title: Re: TitaniumGL Post by PhilSuperjoint on 12.04.11 at 19:59:46
Hi Geri!
AthlonXP 2000+ Windows XP SP3 Voodoo5 190mhz with SFFT 1.6 Quake III Arena :50% white texture and no title with "flames" in main game page ;) I'll give you a screenshot You're doing a great job, Thanks ;) You did a excellent job, THANK YOU |
Title: Re: TitaniumGL Post by Geri on 12.04.11 at 20:57:11
Thankyou, i know Quake3 texture issues, i hope i can fix them in the next release.
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Title: Re: TitaniumGL Post by Geri on 12.04.11 at 22:41:31
After spending 15 minutes from my life to register and write a message directly to that forum community in the driver setction, from TitaniumGL.... Suddenly,
potatoes! :D |
Title: Re: TitaniumGL Post by Geri on 12.04.11 at 22:42:57
I was find an issue with 3dlabs permedia 2 cards and fixed it. Fix will be in the new version.
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Title: Re: TitaniumGL Post by Geri on 14.04.11 at 13:49:46
-Added fake sphere and cube mapping
-Removed a small memory leak in display list creation -Default selected texture on TMU0 is now 1. -Texture matrix support was broken. |
Title: Re: TitaniumGL Post by m14radu on 14.04.11 at 20:11:20
is the new version up and ready for download ?
btw: this is the error code from doom3 on aalchemy sistem: DOOM 1.3.1.1304 win-x86 Jan 16 2007 15:36:51 2002 MHz AMD CPU with MMX & 3DNow! & SSE & SSE2 1536 MB System Memory 256 MB Video Memory Winsock Initialized Found interface: {6E326651-791B-461E-B1DE-CE4E2A3C8857} 3Com Gigabit LOM (3C940) - Paketplaner-Miniport - 0.0.0.0 NULL netmask - skipped Sys_InitNetworking: adding loopback interface doom using MMX & SSE & SSE2 for SIMD processing enabled Flush-To-Zero mode enabled Denormals-Are-Zero mode ------ Initializing File System ------ Loaded pk4 D:\Games\Doom3\base\game00.pk4 with checksum 0xf07eb555 Loaded pk4 D:\Games\Doom3\base\game01.pk4 with checksum 0x51c6981f Loaded pk4 D:\Games\Doom3\base\game02.pk4 with checksum 0xf3ec6f7 Loaded pk4 D:\Games\Doom3\base\game03.pk4 with checksum 0x5d4230ea Loaded pk4 D:\Games\Doom3\base\pak000.pk4 with checksum 0x28d208f1 Loaded pk4 D:\Games\Doom3\base\pak001.pk4 with checksum 0x40244be0 Loaded pk4 D:\Games\Doom3\base\pak002.pk4 with checksum 0xc51ecdcd Loaded pk4 D:\Games\Doom3\base\pak003.pk4 with checksum 0xcd79d028 Loaded pk4 D:\Games\Doom3\base\pak004.pk4 with checksum 0x765e4f8b Loaded pk4 D:\Games\Doom3\base\pak005.pk4 with checksum 0x8ffc3621 Loaded pk4 D:\Games\Doom3\base\pak006.pk4 with checksum 0x95b65ab Loaded pk4 D:\Games\Doom3\base\pak007.pk4 with checksum 0x666bdb3c Loaded pk4 D:\Games\Doom3\base\pak008.pk4 with checksum 0x23ae5993 Current search path: D:\Games\Doom3/base D:\Games\Doom3\base\pak008.pk4 (3 files) D:\Games\Doom3\base\pak007.pk4 (38 files) D:\Games\Doom3\base\pak006.pk4 (48 files) D:\Games\Doom3\base\pak005.pk4 (63 files) D:\Games\Doom3\base\pak004.pk4 (5137 files) D:\Games\Doom3\base\pak003.pk4 (4676 files) D:\Games\Doom3\base\pak002.pk4 (6120 files) D:\Games\Doom3\base\pak001.pk4 (8972 files) D:\Games\Doom3\base\pak000.pk4 (2698 files) D:\Games\Doom3\base\game03.pk4 (2 files) D:\Games\Doom3\base\game02.pk4 (2 files) D:\Games\Doom3\base\game01.pk4 (2 files) D:\Games\Doom3\base\game00.pk4 (2 files) game DLL: 0x0 in pak: 0x0 Addon pk4s: file system initialized. -------------------------------------- ----- Initializing Decls ----- ------------------------------ ------- Initializing renderSystem -------- using ARB renderSystem renderSystem initialized. -------------------------------------- 5206 strings read from strings/english.lang Couldn't open journal files execing editor.cfg execing default.cfg execing DoomConfig.cfg couldn't exec autoexec.cfg 5206 strings read from strings/english.lang ----- Initializing Sound System ------ sound system initialized. -------------------------------------- ----- R_InitOpenGL ----- Initializing OpenGL subsystem ...registered window class ...registered fake window class ...initializing QGL ...calling LoadLibrary( 'opengl32' ): succeeded Couldn't find proc address for: wglGetExtensionsStringARB Couldn't find proc address for: wglGetPixelFormatAttribivARB Couldn't find proc address for: wglGetPixelFormatAttribfvARB Couldn't find proc address for: wglChoosePixelFormatARB Couldn't find proc address for: wglCreatePbufferARB Couldn't find proc address for: wglGetPbufferDCARB Couldn't find proc address for: wglReleasePbufferDCARB Couldn't find proc address for: wglDestroyPbufferARB Couldn't find proc address for: wglQueryPbufferARB Couldn't find proc address for: wglBindTexImageARB Couldn't find proc address for: wglReleaseTexImageARB Couldn't find proc address for: wglSetPbufferAttribARB ...calling CDS: ok ...created window @ 0,0 (640x480) Initializing OpenGL driver ...getting DC: succeeded ...PIXELFORMAT 1 selected ...creating GL context: succeeded ...making context current: succeeded Couldn't find proc address for: wglGetExtensionsStringARB Couldn't find proc address for: wglGetPixelFormatAttribivARB Couldn't find proc address for: wglGetPixelFormatAttribfvARB Couldn't find proc address for: wglChoosePixelFormatARB Couldn't find proc address for: wglCreatePbufferARB Couldn't find proc address for: wglGetPbufferDCARB Couldn't find proc address for: wglReleasePbufferDCARB Couldn't find proc address for: wglDestroyPbufferARB Couldn't find proc address for: wglQueryPbufferARB Couldn't find proc address for: wglBindTexImageARB Couldn't find proc address for: wglReleaseTexImageARB Couldn't find proc address for: wglSetPbufferAttribARB ------- Input Initialization ------- Initializing DirectInput... mouse: DirectInput initialized. keyboard: DirectInput initialized. ------------------------------------ sound: STEREO ...using GL_ARB_multitexture X..GL_ARB_texture_env_combine not found X..GL_ARB_texture_cube_map not found X..GL_ARB_texture_env_dot3 not found X..GL_ARB_texture_env_add not found X..GL_ARB_texture_non_power_of_two not found ...using GL_ARB_texture_compression X..GL_EXT_texture_compression_s3tc not found X..GL_EXT_texture_filter_anisotropic not found X..GL_EXT_texture_lod not found X..GL_1.4_texture_lod_bias not found X..GL_EXT_shared_texture_palette not found X..GL_EXT_texture3D not found X..GL_EXT_stencil_wrap not found X..GL_NV_register_combiners not found X..GL_EXT_stencil_two_side not found X..GL_ATI_separate_stencil not found X..GL_ATI_fragment_shader not found X..GL_ATI_text_fragment_shader not found X..GL_ARB_vertex_buffer_object not found X..GL_ARB_vertex_program not found X..GL_ARB_fragment_program not found ******************** ERROR: The current video card / driver combination does not support the necessary features. ******************** Error during initialization Shutting down OpenGL subsystem ...wglMakeCurrent( NULL, NULL ): success ...deleting GL context: success ...releasing DC: success ...destroying window ...resetting display ...shutting down QGL ...unloading OpenGL DLL do you know what should be done ? |
Title: Re: TitaniumGL Post by Geri on 14.04.11 at 21:22:47
It sure that aalchemy can do d3d?
btw sorry for not being on yahoo messenger, but trillian is very buggy and annoying |
Title: Re: TitaniumGL Post by m14radu on 14.04.11 at 21:40:54
no, it can"t. The user that post this error use mesafx.
i tought that you might give us a hint, what is missing. 8-) |
Title: Re: TitaniumGL Post by Geri on 14.04.11 at 21:44:12
maybee two of three from these:
X..GL_ARB_texture_env_combine not found X..GL_ARB_texture_cube_map not found X..GL_ARB_texture_env_dot3 not found X..GL_ARB_texture_env_add not found |
Title: Re: TitaniumGL Post by Geri on 15.04.11 at 12:07:24
some texenvs wasnt stored properly in the texture handler
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Title: Re: TitaniumGL Post by Geri on 15.04.11 at 21:51:15
-glrotate/glscale/gltranslate/glmaterial display list encoding was broken
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Title: Re: TitaniumGL Post by Geri on 31.05.11 at 21:08:32
new version release
here is the list of the fixes: -Removed a small memory leak in display list creation -Matrix stack depth was only 62 instead of 64 -Texture matrix stack depth was 2 instead of 4 -Fixed glGet with GL_TEXTURE_2D -Semi-functioning TexGen stub added -Added fake sphere and cube mapping -glRasterPos2f display list encoding was broken -glrotate/glscale/gltranslate/glmaterial display list encoding was broken -Some texenv was not properly stored in the texture -Default selected texture on TMU0 is now 1 -Permedia cards working again |
Title: Re: TitaniumGL Post by m14radu on 01.06.11 at 16:37:12
good work Geri !
::) i hope that in the weekend i will fire up my sistem for some tests :P |
Title: Re: TitaniumGL Post by Geri on 01.06.11 at 16:59:41
okay
if you has a banshee plz try that too, banshee was not tested even |
Title: Re: TitaniumGL Post by Geri on 03.09.11 at 02:02:50
new version comes next month. generic bugfixes and 20%-50% performance gain in some games.
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Title: Re: TitaniumGL Post by Geri on 27.10.11 at 19:33:23
TitaniumGL VERSION 2011,11 released
-Z test is now disabled by default as the specification says -Binded texture number is 0 again by default -Fixed the handling of the multitexture combiners -Tesselator algorythm is optimised (+30% speed-up) -Texture 0 can now properly handle textures (at last i hope so) -glGet on GL_ACTIVE_TEXTURE or GL_MAX_3D_TEXTURE_SIZE_EXT did disasterous things -glFrustum now can be used on texture matrix -Interlaved arrays now force texturing to enabled -From now, some ogl 1.2 and 1.3 EXT functions can be requested without the EXT or ARB post-tag http://TitaniumGL.tk |
Title: Re: TitaniumGL Post by Geri on 06.11.11 at 22:41:48
TitaniumGL v2011,12. has been released
download: http://TitaniumGL.tk [color="#0000FF"]-Automatic mipmap generation has been added -Automatic aniso filtering has been added -Interlaved arrays DONT force texturing to enabled, this was a mistake -Now, max number of display list incrased to 5000 -glIsTexture returned broken result if tex id was 0[/color] some new screenshots (h-craft, tuxkart, neverball) download: http://TitaniumGL.tk |
Title: Re: TitaniumGL Post by ps47 on 07.11.11 at 08:33:46
nice.too bad I really don't have the time to get in some testing..
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Title: Re: TitaniumGL Post by Geri on 07.11.11 at 14:57:14
i the same. the latest version i not even tested on voodoo5 :|
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Title: Re: TitaniumGL Post by Max_R on 19.11.11 at 01:09:30
Nice work Geri, I'll be able to do some tests with a V5 tomorrow in the morning ;)
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Title: Re: TitaniumGL Post by m14radu on 19.11.11 at 09:35:51
Geri: is it possible to take a look to the Opengl from AAlchemy ?
Is there a possibility to update/improve it ? |
Title: Re: TitaniumGL Post by Geri on 19.11.11 at 11:50:45
This driver architecture will support allchemy only, when (if) aalchemy would support direct3d. First, SFFT should bugged to create aalchemy support, and when he is done, me.
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Title: Re: TitaniumGL Post by Geri on 07.03.12 at 20:24:53
new version released.
-faster memory access -some potentional double-free corruption bugs fixed |
Title: Re: TitaniumGL Post by Geri on 25.07.13 at 20:10:48 -64-bit version released for linux. -I have released a legacy version for Windows 98. Now both the software and hardware renderer works with Windows 98. -fixed some stability issues -TitaniumGL software renderer now uses packet-based out-of-order rendering, wich allows to incrase the number of rendering threads -Software rendered version can now utilize up to 24 cores. -TitaniumGL now uses smaller memory stack -1.5x-2x speed-up in the software renderer when using 4 core computers http://TitaniumGL.tk |
Title: Re: TitaniumGL Post by Geri on 11.12.13 at 19:15:31 TitaniumGL for Windows98: 3dfx Voodoo Rampage (Spectre) 1000/2000 support has been added to the driver. -Max 256x256 textures on Rampage - Rampage only have 9 mbyte of RAM accessible, so TitaniumGL limits the maximal texture size with this small amout of RAM -Dont forget to have Directx9 installed. Without that, TitaniumGL will not load. - *** HAVE PROPER COOLING! *** THIS ISNT ONE! -Donation: if you like the rampage driver, or titaniumgl at all, a small donation would be greatly appreciated! you can send sonations through paypal at pressing the paypal button on the webpage on the download page. you can see my paypal adress inside that panel, and if you want to send more than 3 euro, you can send the money directly to that paypal adress. donators get ad-free license key. -Driver: legend.uw.hu/TitaniumGL/TitaniumGL_for_windows98_2013_12.zip -Webpage: http://TitaniumGL.tk |
Title: Re: TitaniumGL Post by trevormacro on 11.12.13 at 20:29:36
Is this dll file better than the other one?
you think the bsod will be fixed? the cooler on my rampy is good no? |
Title: Re: TitaniumGL Post by Geri on 11.12.13 at 20:37:33
Is this dll file better than the other one? <- yes. dont use the older dll-s on rampage.
you think the bsod will be fixed? <- not all of them, not in all case, not in all game. the cooler on my rampy is good no? <- it is. but its too few. you need to cool the card much more. it would be ideal if you would apply 2-2 at least 8 centimeter size fan in the both sides of the card too cool the whole PCB, mostly close to the chip and the memory. |
Title: Re: TitaniumGL Post by trevormacro on 11.12.13 at 22:08:02 Geri wrote on 11.12.13 at 20:37:33:
The rampage need to be in original state without changing anything. It's a piece of history. |
Title: Re: TitaniumGL Post by Geri on 11.12.13 at 22:38:57
it will be a lesser part of the history if you burn it. place the extra fans near to the card, you dont need to apply them on it.
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Title: Re: TitaniumGL Post by gdonovan on 11.12.13 at 22:54:25
I'll try to test this weekend, things have been very hectic for me with new job and holidays.
Gary |
Title: Re: TitaniumGL Post by Tim on 11.12.13 at 23:19:36 Geri wrote on 11.12.13 at 22:38:57:
It seems from tests the card runs cool. I think its best to leave the cooling up to the people that actually own a Rampage. |
Title: Re: TitaniumGL Post by Geri on 11.12.13 at 23:23:04 Tim wrote on 11.12.13 at 23:19:36:
ecsactly that is what we do: based on osckhars experiences, card dangerously overheating. i say it one more last time: additional cooling required to cool the both sides of the card. point. this is a fact, its not open for debate. *** i have warned everybody, i washing my hands *** |
Title: Re: TitaniumGL Post by osckhar on 11.12.13 at 23:30:11
NOTE- we (Geri and me) have been during 2 or 3 hours running constant OpenGL demos until card started to show artifacts. Test socket was really hot even with one fan blowing air directly to teh socket. I added a pair more of fan to keep the baby cold. :)
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Title: Re: TitaniumGL Post by Geri on 11.12.13 at 23:33:55
remember that with the previous drivers, games only keep up themself for seconds or maybe 1-2 minutes. thats not enough time for the card for being overheated. with titaniumgl, most of the games actually work. not properly cooled rampage cards GOING TO BURN.
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Title: Re: TitaniumGL Post by trevormacro on 11.12.13 at 23:42:00
Exactly,
In my country, now we have a lot of heat in room. When I boot ON my PC with the rampage, I can take 20 minutes max before the card freeze in desktop or in game. perhpas it comes from the bad contact btw chip and the socket or the heat but I don't know? (like the pictures i posted in my topic). |
Title: Re: TitaniumGL Post by Geri on 11.12.13 at 23:48:34
i dont know. we will see more after meditating a bit.
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Title: Re: TitaniumGL Post by Geri on 11.12.13 at 23:50:57 |
Title: Re: TitaniumGL Post by trevormacro on 12.12.13 at 00:01:29
Quake 2 run now for a long time or not? in D3D.
Please try to run Unreal Tournament in D3D mode for a long time. It will be very nice too. |
Title: Re: TitaniumGL Post by Geri on 12.12.13 at 00:03:05
titaniumgl is for opengl only.
by keeping the desktop in low resolution, and quake2 too, it maybe can run without crash for a half hour, or more with titaniumgl. |
Title: Re: TitaniumGL Post by Geri on 12.12.13 at 00:06:15
3dfx Voodoo Rampage
quake3: demo001 15 fps |
Title: Re: TitaniumGL Post by trevormacro on 12.12.13 at 00:13:59 Geri wrote on 12.12.13 at 00:06:15:
15 fps during the demo001 it's a good start :) Can I have a picture please? Is it with the new TitaniumGL drivers compatible with the rampage? |
Title: Re: TitaniumGL Post by trevormacro on 12.12.13 at 00:15:40 Geri wrote on 12.12.13 at 00:03:05:
According to an 3dfx engineer, Native OpenGL from the Rampage drivers is not supported. Very strange because in the gdonovan website we can see a picture of Quake 3 running with a rampage: nb. perhaps the engineers had removed the OpenGL drivers of the rampage in the source code. |
Title: Re: TitaniumGL Post by Geri on 12.12.13 at 00:16:40
yes, osckhar can give you screenshots, if he made from it
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Title: Re: TitaniumGL Post by Geri on 12.12.13 at 00:18:16
According to creator of TitaniumGL,
Titaniumgl only supports OpenGL :D or we are now talking about some completly different thing |
Title: Re: TitaniumGL Post by trevormacro on 12.12.13 at 00:21:33 Geri wrote on 12.12.13 at 00:18:16:
But TitaniumGL is a Wrapper. I spoke of the native OpenGL dll file not in the rampage drivers. |
Title: Re: TitaniumGL Post by Geri on 12.12.13 at 00:26:15
yes, titaniumgl uses the d3d driver (in this case)
-the game runs in opengl -the opengl implementation is in titaniumgl -and titaniumgl ogl implementation (this version) is hosted on top of d3d9 but the GAME itself runs in opengl. so this is are just functions sets. |
Title: Re: TitaniumGL Post by Geri on 12.12.13 at 00:57:31 trevormacro wrote on 12.12.13 at 00:13:59:
would need better d3d driver to exceed this. |
Title: Re: TitaniumGL Post by trevormacro on 12.12.13 at 13:06:09
I used this morning the new rampage titaniumGL drivers with quake 3 but when i load the demo001 the icons load and freeze.
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Title: Re: TitaniumGL Post by Geri on 12.12.13 at 17:07:57
in that case, try 320x240
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Title: Re: TitaniumGL Post by gdonovan on 15.12.13 at 20:44:38
I can get in my workshop today, will try out Geri's driver this afternoon.
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Title: Re: TitaniumGL Post by gdonovan on 15.12.13 at 21:15:14
Rampage plus VA6 up and running! Posting now with it as a matter of fact.
One of the upgrades to the workshop last month was a wired feed from my network =) |
Title: Re: TitaniumGL Post by trevormacro on 15.12.13 at 21:43:17 gdonovan wrote on 15.12.13 at 21:15:14:
Let us see your Quake 3 pictures. |
Title: Re: TitaniumGL Post by gdonovan on 15.12.13 at 22:01:20 trevormacro wrote on 15.12.13 at 21:43:17:
Fairly sure I have posted a few, plus there are a few videos on Youtube. |
Title: Re: TitaniumGL Post by gdonovan on 15.12.13 at 22:11:00
Upgraded to IE6, was a pain to find a standalone installer.
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Title: Re: TitaniumGL Post by gdonovan on 15.12.13 at 22:45:06 gdonovan wrote on 15.12.13 at 20:44:38:
Results are not good with driver, lots of flashing of textures. I have a switch setup now, will look into a live video feed while working. |
Title: Re: TitaniumGL Post by gdonovan on 15.12.13 at 23:05:25
Downloading the demo of The longest Journey now Oscar, will post a video of it running.
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Title: Re: TitaniumGL Post by gdonovan on 15.12.13 at 23:48:20 gdonovan wrote on 15.12.13 at 23:05:25:
Looks to be a SVGA application =( Uploading video's to Youtube now Geri. |
Title: Re: TitaniumGL Post by gdonovan on 16.12.13 at 00:10:41
GLQuake with TitaniumGL
https://www.youtube.com/watch?v=r3raFOHDjbs&feature=youtu.be Quake III demo with TitaniumGL https://www.youtube.com/watch?v=Z-bTWfWuUV8&feature=youtu.be 3dmark2000 https://www.youtube.com/watch?v=rCn4hJ3odRg&feature=youtu.be 3dmark 99 MAX https://www.youtube.com/watch?v=_jp5-fsfci0&feature=youtu.be |
Title: Re: TitaniumGL Post by gdonovan on 16.12.13 at 00:13:03
The OpenGL applications had LOTS of flashing, I can assure you the card was not overheating.
I'll try to get Quake III up and going again with the driver I was using before. I can setup the second machine in the shop with video chat if you wish to do some work Geri and see live whats going on. I think I have a copy of KMV? Somewhere for remote access. |
Title: Re: TitaniumGL Post by gdonovan on 16.12.13 at 00:16:14 trevormacro wrote on 15.12.13 at 21:43:17:
https://www.youtube.com/watch?v=auAqCV0vK9s https://www.youtube.com/watch?v=-L5hXXaX28I |
Title: Re: TitaniumGL Post by trevormacro on 16.12.13 at 00:26:13
Bad quality video but if you can have some tga screenshots of quake 3 with titaniumGL please?
do you have an error (bsod or crash screen or freeze?) with titaniumGL when you play quake 3 some time after? What is the drivers you used before? can you give me the name or upload the opengl32 file here please? |
Title: Re: TitaniumGL Post by gdonovan on 16.12.13 at 00:45:54 trevormacro wrote on 16.12.13 at 00:26:13:
I did not bother with screenshots, why waste the time when its so unstable? You can clearly see the texture drop outs and the BSOD at the end of the video. I'm looking to find what wrapper I was using before, it has been several months since I have done any work with Rampage and I have forgotten a few things. Now that winter is here and I have caught up on a few critical items I'll be able to resume my testing. I have a new, better job that has been occupying my time the last 2-3 months but there is more responsability and the ramp up to the holidays has been brutal. |
Title: Re: TitaniumGL Post by osckhar on 16.12.13 at 11:06:42
Quake3 looks much better than Quake2 where you will find a lot of white texture problems. This is a bug present on TitaniumGL.
Gary, did you test it? Thanks, Oscar. |
Title: Re: TitaniumGL Post by gdonovan on 16.12.13 at 11:27:25 osckhar wrote on 16.12.13 at 11:06:42:
There is a Quake III video above on youtube. https://www.youtube.com/watch?v=Z-bTWfWuUV8 Quake III demo with TitaniumGL alpha driver (test one) |
Title: Re: TitaniumGL Post by osckhar on 16.12.13 at 11:37:22
Sorry, I was talking about Quake2 and TitaniumGL.
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Title: Re: TitaniumGL Post by gdonovan on 16.12.13 at 11:40:11 osckhar wrote on 16.12.13 at 11:37:22:
No Quake II testing last night, it was getting late and I had already tested glquake and quake III. |
Title: Re: TitaniumGL Post by paulpsomiadis on 16.12.13 at 18:54:58
I'm sure @gdonovan is doing the best he can for us guys - just lay off the pressure for a bit... ::)
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Title: Re: TitaniumGL Post by gdonovan on 16.12.13 at 19:04:38
If using GLDirect 5.0.2, here is the unlock code
Name: Free Code Code: 1C10-0485-A489-E2 |
Title: Re: TitaniumGL Post by gdonovan on 16.12.13 at 19:16:26 Wrapper info, hope this helps |
Title: Re: TitaniumGL Post by trevormacro on 17.12.13 at 12:33:01
Look this bug Geri with Sin game and your drivers:
Can you fix it? |
Title: Re: TitaniumGL Post by gdonovan on 17.12.13 at 13:35:05 trevormacro wrote on 17.12.13 at 12:33:01:
It isn't his drivers, its the 3dfx Direct3D driver, you see the same rendering error with some D3D games. Unless the D3D driver is repaired the problem will always be there since the wrapper is just using the D3D driver for rendering. Understand? I have stated this a few times. |
Title: Re: TitaniumGL Post by trevormacro on 17.12.13 at 14:03:52 gdonovan wrote on 17.12.13 at 13:35:05:
Understand. For exemple what other D3D game? So it's not possible for now to have a better redering? and what about my fatal error? to fix them. |
Title: Re: TitaniumGL Post by osckhar on 17.12.13 at 14:42:31
The problem using TitaniumGL is even if D3D has not glitches, with TitaniumGL will have. Since it has a bug with texture.
Agree with Gary, if you want a wrapper stable first of all developer need a D3D stable driver. In this way Geri few can do. He uses D3D library for render. TitaniumGL is NOT a standalone driver to able to work alone. - Oscar. |
Title: Re: TitaniumGL Post by Geri on 17.12.13 at 22:17:07
this might be my bug.
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Title: Re: TitaniumGL Post by Geri on 20.12.13 at 15:05:36
TitaniumGL 2014, 01. released
-Well a few days still left until 2014, whatever -Added mip-mapping support for the software renderer -5-25% generic performance gain -Fixed some ,,dotting'' bugs with the software renderer -Fixed some segmentation fault bugs (texture upload forgot to lock rendering...) -Fixed a memory-pool related crash on linux -32 bit binary now compiled again with i686 flag -Software renderer now supports up to 128 threads instead of 24 |
Title: Re: TitaniumGL Post by gdonovan on 20.12.13 at 15:49:21
Geri- Here is a question for you, is it possible to isolate what function of the D3D driver is causing the Rampage to crash (BSOD) and when utilizing your OpenGL wrapper avoid calls to that function of the driver?
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Title: Re: TitaniumGL Post by Geri on 20.12.13 at 16:15:35
i alreday isolated
its called DrawPrimitiveUP :3 :3 :3 http://www.youtube.com/watch?v=mx2V-D-Xdq8 |
Title: Re: TitaniumGL Post by gdonovan on 20.12.13 at 17:53:23 Geri wrote on 20.12.13 at 16:15:35:
And is it possible? |
Title: Re: TitaniumGL Post by Geri on 20.12.13 at 19:49:46
you actually render the geometry with that :D
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Title: Re: TitaniumGL Post by gdonovan on 20.12.13 at 20:28:49 Geri wrote on 20.12.13 at 19:49:46:
Well I know that much but is there another way around it? |
Title: Re: TitaniumGL Post by Geri on 20.12.13 at 21:59:19
drawprimitive. but i dubt if drawprimitiveup wont work, drawprimitive would.
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