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Question: TitaniumGL should...



« Created by: Geri on: 15.10.10 at 18:06:25 »

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TitaniumGL (Read 8918 times)
Geri
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Re: TitaniumGL
Reply #75 - 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
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« Last Edit: 14.04.11 at 21:24:09 by Geri »  
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Re: TitaniumGL
Reply #76 - 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.
Cool
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Re: TitaniumGL
Reply #77 - 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
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Re: TitaniumGL
Reply #78 - 15.04.11 at 12:07:24
 
some texenvs wasnt stored properly in the texture handler
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Re: TitaniumGL
Reply #79 - 15.04.11 at 21:51:15
 
-glrotate/glscale/gltranslate/glmaterial display list encoding was broken
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Re: TitaniumGL
Reply #80 - 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
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« Last Edit: 31.05.11 at 21:34:53 by Geri »  
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Re: TitaniumGL
Reply #81 - 01.06.11 at 16:37:12
 
good work Geri !

Roll Eyes

i hope that in the weekend i will fire up my sistem for some tests  Tongue
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Re: TitaniumGL
Reply #82 - 01.06.11 at 16:59:41
 
okay
if you has a banshee plz try that too, banshee was not tested even
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Re: TitaniumGL
Reply #83 - 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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Re: TitaniumGL
Reply #84 - 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
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Re: TitaniumGL
Reply #85 - 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
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Re: TitaniumGL
Reply #86 - 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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Re: TitaniumGL
Reply #87 - 07.11.11 at 14:57:14
 
i the same. the latest version i not even tested on voodoo5 :|
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Re: TitaniumGL
Reply #88 - 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 Wink
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Re: TitaniumGL
Reply #89 - 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 ?
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