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3dfx Section >> 3dfx Drivers >> TitaniumGL
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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
updated: 2011 juni 1


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 depth comparison done
-where is the penguin in the tux racer? Where in the World Is Carmen Sandiego? its now ARE! but its black. niggatux.
-rewrite texsubimage done, not tested yet
-rewrite glcopyteximage2d (seems ok now) and glcopytexsubimage2d needs test



Title: Re: TitaniumDFX
Post by Geri on 21.03.10 at 19:16:29
texture format ,,GL_ALPHA'' was missing.

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?  :)

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??

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.

Title: Re: TitaniumDFX
Post by Geri on 01.04.10 at 17:25:25
Currently TitaniumDFX TitaniumGL is not available, becouse first the main project is being doned, that will contain the TitaniumDFX TitaniumGL as a nuthsell.

TitaniumDFX will have no webpage, i will just paste it to a few 3dfx webpage.

Yes, TitaniumDFX TitaniumGL is a OpenGL ICD.


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 TitaniumDFX TitaniumGL only, and not from the container projects.

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:
TitaniumDFX TitaniumGL does NOT need glide to provide opengl acceleration. Therefore, it will be fully functional on platforms where glide is not available: on 64 bit operating systems.

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

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

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


Title: Re: TitaniumDFX
Post by Geri on 21.06.10 at 22:17:25
website up

http://titaniumgl.tk/

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.

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.




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.

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. :)

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.

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

Title: Re: TitaniumGL
Post by Geri on 19.10.10 at 18:18:57
new version (prerelease)

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:

-Compiled in SSE mode by default no.
-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
-Automatic GPU vertex caching throwed, didnt bring the excepted performance (future testing needed)
-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.

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:
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.


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
Radu: i put v5 in and installed latest SFFT. I checked with the in-development version (so not with the version wich is on the internet). I have tried quake3 and wolf, i found out quake3 menu is missing and wolf got some giant protch in the menu up and down.

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:

http://img710.imageshack.us/img710/2060/quake3.th.jpg

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

http://img688.imageshack.us/img688/6120/retruntocastle.th.jpg

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

Title: Re: TitaniumGL
Post by m14radu on 09.04.11 at 20:33:57
ok, new dll received from Geri  !
( dll with disabled multitexturing )

http://img546.imageshack.us/img546/2060/quake3.th.jpg

Uploaded with ImageShack.us



http://img710.imageshack.us/img710/7985/returnz.th.jpg

Uploaded with ImageShack.us


Update:
Check out the wall textures !


http://img823.imageshack.us/img823/7832/quake31.th.jpg

Uploaded with ImageShack.us



Title: Re: TitaniumGL
Post by Geri on 09.04.11 at 20:39:58
noticed

Title: Re: TitaniumGL
Post by m14radu on 09.04.11 at 20:52:33
JEdy Outcast

http://img816.imageshack.us/img816/6299/jedy.th.jpg

Uploaded with ImageShack.us

Title: Re: TitaniumGL
Post by Geri on 09.04.11 at 20:56:18
saved :D

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.

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.

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?

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

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.

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.

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.

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

Title: Re: TitaniumGL
Post by Geri on 15.04.11 at 21:51:15
-glrotate/glscale/gltranslate/glmaterial display list encoding was broken

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.

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..

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 :|

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 ;)

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.

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:
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.


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.

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 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.


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:
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.


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. :)


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.

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.


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:
3dfx Voodoo Rampage
quake3: demo001
15 fps


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:
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.


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

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:
According to creator of TitaniumGL,
Titaniumgl only supports OpenGL :D

or we are now talking about some completly different thing


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:
15 fps during the demo001 it's a good start :)


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.

Title: Re: TitaniumGL
Post by Geri on 12.12.13 at 17:07:57
in that case, try 320x240

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.

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:
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 =)


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:

gdonovan wrote 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 =)


Let us see your Quake 3 pictures.


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.

Title: Re: TitaniumGL
Post by gdonovan on 15.12.13 at 22:45:06

gdonovan wrote on 15.12.13 at 20:44:38:
I can get in my workshop today, will try out Geri's driver this afternoon.


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.

Title: Re: TitaniumGL
Post by gdonovan on 15.12.13 at 23:48:20

gdonovan wrote on 15.12.13 at 23:05:25:
Downloading the demo of The longest Journey now Oscar, will post a video of it running.


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:
Let us see your Quake 3 pictures.


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:
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?


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:
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.


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.




Title: Re: TitaniumGL
Post by gdonovan on 16.12.13 at 11:40:11

osckhar wrote on 16.12.13 at 11:37:22:
Sorry, I was talking about Quake2 and TitaniumGL.


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... ::)

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:
Look this bug Geri with Sin game and your drivers:


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:

trevormacro wrote on 17.12.13 at 12:33:01:
Look this bug Geri with Sin game and your drivers:


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.


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.

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?

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:
i alreday isolated
its called DrawPrimitiveUP :3 :3 :3


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

Title: Re: TitaniumGL
Post by gdonovan on 20.12.13 at 20:28:49

Geri wrote on 20.12.13 at 19:49:46:
you actually render the geometry with that :D


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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