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Question: TitaniumGL should...



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

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TitaniumGL (Read 8984 times)
m14radu
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Re: TitaniumGL
Reply #45 - 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.
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Re: TitaniumGL
Reply #46 - 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.
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Re: TitaniumGL
Reply #47 - 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.
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« Last Edit: 09.04.11 at 16:44:50 by Geri »  
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Re: TitaniumGL
Reply #48 - 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.
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« Last Edit: 09.04.11 at 18:34:28 by Geri »  
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Re: TitaniumGL
Reply #49 - 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 Cheesy
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« Last Edit: 09.04.11 at 19:05:59 by Geri »  
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Re: TitaniumGL
Reply #50 - 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.
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Re: TitaniumGL
Reply #51 - 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.
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« Last Edit: 09.04.11 at 19:18:43 by Geri »  
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Re: TitaniumGL
Reply #52 - 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 Smiley, win XP SP3, 1,5Gb ram, and SFFT 1.6
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« Last Edit: 09.04.11 at 20:18:34 by m14radu »  
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Re: TitaniumGL
Reply #53 - 09.04.11 at 20:18:32
 
noticed
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Re: TitaniumGL
Reply #54 - 09.04.11 at 20:33:57
 
ok, new dll received from Geri  !
( dll with disabled multitexturing )

...

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...

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Update:
Check out the wall textures !


...

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« Last Edit: 09.04.11 at 20:52:19 by m14radu »  
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Re: TitaniumGL
Reply #55 - 09.04.11 at 20:39:58
 
noticed
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Re: TitaniumGL
Reply #56 - 09.04.11 at 20:52:33
 
JEdy Outcast

...

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« Last Edit: 09.04.11 at 20:53:20 by m14radu »  
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Re: TitaniumGL
Reply #57 - 09.04.11 at 20:56:18
 
saved Cheesy
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Re: TitaniumGL
Reply #58 - 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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Re: TitaniumGL
Reply #59 - 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.
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« Last Edit: 10.04.11 at 02:16:28 by Geri »  
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