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3dfx Section >> 3dfx Drivers >> VooDoo 5 & openGL v1.2 ---?! http://www.falconfly.de/cgi-bin/yabb2/YaBB.pl?num=1067852591 Message started by nick_the_mutt on 03.11.03 at 10:43:11 |
Title: VooDoo 5 & openGL v1.2 ---?! Post by nick_the_mutt on 03.11.03 at 10:43:11
ok. im new to this driver stuff. i have a vooDoo 5 card and im faithful to my card. i am trying to run this demo of Savage, but it says my card drivers do not support OpenGL v1.2
so, is there a V5 driver out there to support OpenGL v1.2??? thanks for any insight! nick |
Title: Re: VooDoo 5 & openGL v1.2 ---?! Post by Boiu_Andrei on 03.11.03 at 10:58:59
Compatible, yes (Amigamerlin).
Fully supported: No. Even the OpenGL 1.1 is not fully supported at the moment by the V3/4/5 series. |
Title: Re: VooDoo 5 & openGL v1.2 ---?! Post by nick_the_mutt on 03.11.03 at 22:29:06
so are you saying that i cant play this game with my current card? there is no way around it?
help! thanks, nick |
Title: Re: VooDoo 5 & openGL v1.2 ---?! Post by nick_the_mutt on 04.11.03 at 02:50:36
i tried setting my card to D3D, but when i try and initiate the game, it crashes and gives me that line about OpenGL v1.2 The game is a demo of Savage.
are there any drivers made for V5's that will support GL 1.2? thanks, nick |
Title: Re: VooDoo 5 & openGL v1.2 ---?! Post by Lecram25 on 04.11.03 at 03:17:08
Nope, that's the whole point...all us voodoo users have been waiting for a new ICD ;)
The new amiga's should deliver... |
Title: Re: VooDoo 5 & openGL v1.2 ---?! Post by nick_the_mutt on 04.11.03 at 03:34:37
awe! when is the predicted release date for mesaGL?
i got savage demo from Fileplanet.com anyone hear of wickedGL? does it support 1.2?? thanks, nick |
Title: Re: VooDoo 5 & openGL v1.2 ---?! Post by Lecram25 on 04.11.03 at 03:58:32 Quote:
Of course, lol...we've been using wickedgl for the longest time...ever since those q3a engine based games stopped working...and no, no 1.2 in wickedgl... |
Title: Re: VooDoo 5 & openGL v1.2 ---?! Post by nick_the_mutt on 04.11.03 at 04:45:23
ok. so no supportfor GL1.2 sofar, nowhere.
but mesaGL will support it.. when is it expected to come out? and where? thanks, nick i luv my voodoo ;/ |
Title: Re: VooDoo 5 & openGL v1.2 ---?! Post by Lecram25 on 04.11.03 at 07:44:44
Yep, we've been waiting for a LONG time...and patiently...and we still are :)
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Title: Re: VooDoo 5 & openGL v1.2 ---?! Post by 74p54 on 04.11.03 at 19:01:10 Quote:
;D |
Title: Re: VooDoo 5 & openGL v1.2 ---?! Post by Blazkowicz on 05.11.03 at 02:18:03
koolsmoky's opengl is already based on mesa (but not updataed since 2001)
http://www.3dfxzone.it/koolsmoky/oglicd.html |
Title: Re: VooDoo 5 & openGL v1.2 ---?! Post by Boiu_Andrei on 07.11.03 at 10:16:04
Still, problems could be far from over: even if the new drivers will support OpenGL 1.2, the whole support for OpenGl 1.1 should be fixed, and there's always the poblems with drivers and compatibilty. Hope is that there will be in the future OpenGL 1.2, 1.3... who knows were the OpenGL full support for Voodoo's will go...
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Title: Re: VooDoo 5 & openGL v1.2 ---?! Post by 74p54 on 07.11.03 at 12:58:08 Quote:
:o |
Title: Re: VooDoo 5 & openGL v1.2 ---?! Post by dborca on 07.11.03 at 12:59:23
Okay, guys!
I can't help myself! ;D ;D ;D @Andrei Yes, 1.1 is fully supported! Reverse order: @Blazkowicz http://www.3dfxzone.it/koolsmoky/oglicd.html contains oooooold stuff! We have something brand new! :o 8) @74p54 About MesaGL! Thank you for pointing that out... This one's from the God himself. Quote:
About GLVIew statistics: it's old stuff! We've been working since then! ;D @Patience & Lecram25 It shouldn't be long now! We need to clarify some legal issues (mainly for texture compression: FXT1, S3TC, DXTC). @Patience & nick_the_mutt The new Mesa 5.1 release will support full 1.1, 1.2! Partial 1.3, 1.4! No support for 1.5 or 2.0 so far! Have a nice day :P |
Title: Re: VooDoo 5 & openGL v1.2 ---?! Post by Boiu_Andrei on 10.11.03 at 09:25:22
To dborca:
A nice thing that the OpenGL 1.1 is fully supported, and that 1.2 is near that. Indeed, there is some serious progress made, that is certainly. Only a little thought: what games that used 1.1 and didn't work properly, do now, because everything that is added to the drivers, makes no effect, if still there are compatibility problems. Anyway, a surprisingly fast sollution arrived. Good work! |
Title: Re: VooDoo 5 & openGL v1.2 ---?! Post by paulpsomiadis on 10.11.03 at 17:34:49
Mouth watering... :o
Tension building... :o MUST...GET...NEW...DRIVER!!! :o (Keep up the cool work guys!) ;) RESULT!!! 8) |
Title: Re: VooDoo 5 & openGL v1.2 ---?! Post by Micha on 11.11.03 at 12:05:53
obviously the compatibility to opengl 1.3 isn't as high as with original drivers...why that?
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Title: Re: VooDoo 5 & openGL v1.2 ---?! Post by batracio on 11.11.03 at 12:46:39 wrote on 11.11.03 at 12:05:53:
Texture compression is disabled due to legal issues... Daniel explained it above. |
Title: Re: VooDoo 5 & openGL v1.2 ---?! Post by Micha on 11.11.03 at 22:21:03
is it disabled in all opengl step-ups or just in opengl 1.3? ;D
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Title: Re: VooDoo 5 & openGL v1.2 ---?! Post by batracio on 12.11.03 at 12:02:30
Texture compression will always be disabled (unless these guys find a way to avoid legal issues), but it is considered as an OpenGL 1.3 requirement, so in glview extensions tree, only OpenGL 1.3 compliance will be affected by the absence of GL_ARB_texture_compression.
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Title: Re: VooDoo 5 & openGL v1.2 ---?! Post by Boiu_Andrei on 14.11.03 at 09:40:15
The wonder is what kind of "legal" issues are involved, what could be problematic if texture compression would be enabled by default???
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Title: ;DRe: VooDoo 5 & openGL v1.2 ---?! Post by batracio on 14.11.03 at 13:05:38
AFAIK, 3dfx's texture compression algorithm (FXTC) is Open Source, but S3's algorithm (S3TC) must be licensed in order to be implemented. Unfortunately, GL_ARB_texture_compression extension isn't enough to provide compatibility with games that use pre-compressed textures, as it doesn't define any standard compression format (being S3TC/DXTC the most used). OpenGL ICDs should also implement GL_EXT_texture_compression_s3tc extension to enhance functionality of GL_ARB_texture_compression, but the patent of S3TC belongs to VIA (formerly to S3), so drivers developers must pay royalties. Microsoft paid those royalties to support S3TC in DirectX (renaming it to DXTC), so anyone can develop a Direct3D driver with S3TC support for free. However, OpenGL ICD vendors must afford their own S3TC license, as ARB is just a consortium that governs the OpenGL specification, and they cannot legally buy an S3TC license to be used by every OpenGL implementation. Even if ARB could license S3TC algorithm, MESA would't be allowed to use it because MESA isn't an OpenGL implementation.
Possible workarounds? Paying S3TC royalties for MESA (com'on guys, let's collect some money and donate it for a good cause ;D), or adding S3TC without buying the license, and hope not to be sued by patent violation. |
Title: Re: VooDoo 5 & openGL v1.2 ---?! Post by Blazkowicz on 14.11.03 at 14:12:53 what about a driver that decompress S3TC textures when loading, then recompress it to FXT1 (S3TC being perhaps decompressed by an amateur algorithm made with some reverse-engeneering) maybe this would be still "illegal" So what about a "Europe only" version :D Patents on algorithms are (still) illegal here, as they're just mathematic expressions |
Title: Re: VooDoo 5 & openGL v1.2 ---?! Post by batracio on 14.11.03 at 16:23:28 wrote on 14.11.03 at 14:12:53:
Interesting point. European Parliament recently rejected to legalize Software Patents in Europe, and Daniel Borca is european: http://www.geocities.com/dborca/about/db-en.htm ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D wrote on 14.11.03 at 14:12:53:
Great performance hit if you recompress to FXT1 "on the fly", and you still need an algorithm to decompress S3TC textures; the algorithm itself is well known, no reverse-engineering needed. The license to use it is the problem. |
Title: Re: VooDoo 5 & openGL v1.2 ---?! Post by Lecram25 on 14.11.03 at 20:50:34
Like batracio said, decompressing and then compressing them into fxt1 would give you a nasty performance hit...Dan was gonna do that I believe
Quote:
I like that one ;D |
Title: Re: VooDoo 5 & openGL v1.2 ---?! Post by Micha on 15.11.03 at 15:03:18 wrote on 14.11.03 at 14:12:53:
i thought that's exactly what FXTC does when used in OpenGL games that use compressed S3TC textures..otherwise it wouldn't be possible to use FXTC in those quake3 based games (remember this option in 3dfx voodoo4/5 drivers --> legacy texture compression) |
Title: Re: VooDoo 5 & openGL v1.2 ---?! Post by Boiu_Andrei on 18.11.03 at 10:21:57
Unfortunatly, there are some differences between DXTC, S3TC, and FXT1. If we will be able to turn every compressed (or non-compressed) texture into FXT1, we might have one of the big performance achievement on the Voodoos.
How will we make that one possible? There is the real question and the big challenge... |
Title: Re: VooDoo 5 & openGL v1.2 ---?! Post by paulpsomiadis on 18.11.03 at 14:07:14
We need a visit from the 'magic' FXT1 fairy! ::)
LOL! ;D |
Title: Re: VooDoo 5 & openGL v1.2 ---?! Post by dborca on 19.11.03 at 15:31:29
Sorry, guys, I was away for a while!
Many thanks to batracio for his replies! He's right, especially wrt to already-compressed textures! The "european version" is not feasible, because Brian Paul is not european! :P And the de-compression hack will be terribly slow... :( Oh, I almost forgot! I took sexeh Vulpine last night for a ride ;D And it was good ;D ;D ;D Err... hmmm... I mean it works! We still have problems with the win32 interface, but I'm not doing win32 specific programming... at least not without a good reason! The trick to start Vulpine is to run it fullscreen form the command-line! |
Title: Re: VooDoo 5 & openGL v1.2 ---?! Post by Micha on 20.11.03 at 11:51:07
so which driver package will distribute the new mesa drivers? just stand-alone version?
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Title: Re: VooDoo 5 & openGL v1.2 ---?! Post by dborca on 20.11.03 at 12:44:50 wrote on 20.11.03 at 11:51:07:
No! It will be stand-together package! ;D ;D ;D *kidding* Sourcecode will ship with Mesa! Pre-compiled binaries will ship with Amigamerlin! |
Title: Re: VooDoo 5 & openGL v1.2 ---?! Post by 74p54 on 22.11.03 at 14:56:52 Quote:
Source: http://www.3dfxzone.it/news/puntatore.php?uid=79 ;D |
Title: Re: VooDoo 5 & openGL v1.2 ---?! Post by dborca on 24.11.03 at 13:28:03 wrote on 22.11.03 at 14:56:52:
And?!? I'm missing the point here... |
Title: Re: VooDoo 5 & openGL v1.2 ---?! Post by Micha on 24.11.03 at 14:57:06 wrote on 22.11.03 at 14:56:52:
no point, think 74p54 is just explaining why that: wrote on 22.11.03 at 14:56:52:
at all, it's really good news.. ;) ..no matter about the dates.. |
Title: Re: VooDoo 5 & openGL v1.2 ---?! Post by 74p54 on 24.11.03 at 20:34:09
I didn't write that, I copied it from 3dfxzone.it. I only posted it because of that is good news and if somebody hadn't seen that... ;D
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Title: Re: VooDoo 5 & openGL v1.2 ---?! Post by dborca on 25.11.03 at 13:30:40 wrote on 24.11.03 at 20:34:09:
Sure... no problem! ;) |
Title: Re: VooDoo 5 & openGL v1.2 ---?! Post by The Khan Artist on 10.01.04 at 16:11:02
Does anybody know how much getting an S3TC license for Mesa would cost?
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Title: Re: VooDoo 5 & openGL v1.2 ---?! Post by Micha on 10.01.04 at 20:36:48
who, a single license for one api could be very expensive or very cheap.
why, do you wanna pay? ;D |
Title: Re: VooDoo 5 & openGL v1.2 ---?! Post by The Khan Artist on 10.01.04 at 22:58:54
No, but I would put $20 towards it. It would probably cost several thousand, though :-[
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