OpenGL Extensions Viewer (realtech VR) & Mesa

Started by ggab, 23 June 2004, 20:44:35

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r21vo

dborca,
now I understand why you said "evil" :) Does this problem occur for all VooDoo cards? And how do you think - it's because of bad card architecture or just bios problem?
So if LFB is unusable, is there any alternatives?

3dfx tricks, tests and wallpapers

3dfx.rule.lv

ggab

#16
QuoteRainbow's post

OpenGL update (Rainbow 3dfxogl addon) build 009:
http://www.voodoodrivers.org/files/drivers/glupdate_b9.rar

OpenGL Update works only with 3dfx ICD driver v1.0.0.0761 (Jan 16 2001), size 1102096 bytes.

1. rename 3dfx ICD driver (3dfxogl.dll) in Windows/system or WinNT/System32 to 3dfxicd.dll.
2. Copy OpenGL update (3dfxogl.dll) in same directory.

//comments by me: if u have AmigaSport/Merlin, leave 3dfxvgl.dll (Colourless's one) file, without renaming.

Official Home: www.voodoodrivers.org
& Forum's page: www.voodoodrivers.org/forums/index.php

(with http://world.altavista.com use "Russian to English")





NEW TEST: Rainbow's 3dfxogl addon (build 009) & voodoo3 3000









Well, only wanna post another (and good too :)) OGL driver's test, and show the results.
 

ggab

well, now i have a voodoo 4 4500 agp 32mb + tv out :), 1.5v (powercolor evil kink 4), so: new tests! :D

### mesaFX 6.1.0.9 RC7 with lastest v2.0.9.171 & a voodoo4 [8D]



every day, MesaFX is better!;)
 

dborca

#18
QuoteOriginally posted by ggab

well, now i have a voodoo 4 4500 agp 32mb + tv out :), 1.5v (powercolor evil kink 4), so: new tests! :D

### mesaFX 6.1.0.9 RC7 with lastest v2.0.9.171 & a voodoo4 [8D]
If you would've tested on V3 again, you would've seen that SGIS_generate_mipmap is also present. It cannot be done when texture_compression is enabled, because sometimes, generate_mipmap require texture to be decompressed, which is a no-no ATM due to legal issues... People wouyld rather have TC on Napalm, not generate_mipmap.
If you would've tested on V4 with your desktop resolution set to 32bpp, you would've seen stencil_wrap.
Regards,
Daniel Borca

ggab

Today, Raziel told you something... i will add the sshots & tips:




Extensions that Rainbow 009 have, and MesaFX RC10 not yet:
(i don't know if there are hacks...with some of them)

3DFX:
GL_3DFX_multisample (Comments by Rainbow: "Native 3dfx icd")
WDL_3DFX_multisample

ARB:
GL_ARB_multisample (Comments: Rainbow did it)
GL_ARB_texture_env_combine (Comments by Rainbow: "Incomplete support")
WGL_ARB_pixel_format
WGL_ARB_extensions_string (Comments by Rainbow: "Native 3dfx icd")

EXT:
GL_EXT_generate_mipmap (Comments: Rainbow did it)
GL_EXT_stencil_wrap (Comments by Rainbow: "Native 3dfx icd")
GL_EXT_texture_filter_anisotropic (Comments by Rainbow: "Fake")

NV:
GL_NV_fence (Comments by Rainbow: "Fake")
GL_NV_pixel_data_range (Comments by Rainbow: "Fake")
GL_NV_vertex_array_range (Comments by Rainbow: "Fake")
GL_NV_vertex_array_range2 (Comments by Rainbow: "Fake")

S3:
GL_SGIS_texture_edge_clamp (Comments by Rainbow: "Native 3dfx icd")

WIN:
GL_WIN_swap_hint (Comments: Rainbow did it)


------------------------------------------------------------------------------
info about 1 ext (from the source), i dunno if his code can help you....
//
// GL_ARB_multisample
//
in:
\src\multisample.cpp
\src\multisample.h

QuoteOpenGL update (Rainbow 3dfxogl addon + Sources) build 009:
http://www.voodoodrivers.org/files/drivers/glupdate_b9.rar

(if u wanna contac him, his email is in the "oglcontrol.exe" about box).

-------------------------------------------------------------------------------



Good news, from mesaFX 6.1.0.8  to the 0.9 RC10, the Extensions increase from 50 to 64 !!!yeah!!!



(done with a voodoo4, that's because there are so many new supported extensions.) BYES.
 

dborca

QuoteExtensions that Rainbow 009 have, and MesaFX RC10 not yet:
(i don't know if there are hacks...with some of them)

Quote3DFX:
GL_3DFX_multisample (Comments by Rainbow: "Native 3dfx icd")
WDL_3DFX_multisample
Naturally, 3dfx Napalm chips can do GL_3DFX_multisample, but it's not used much. Or not used. Period. It is a subset of the more generic GL_ARB_multisample (see below).

QuoteARB:
GL_ARB_multisample (Comments: Rainbow did it)
GL_ARB_texture_env_combine (Comments by Rainbow: "Incomplete support")
WGL_ARB_pixel_format
WGL_ARB_extensions_string (Comments by Rainbow: "Native 3dfx icd")
GL_ARB_multisample cannot be implemented to meet the full spec. To be honest, I never looked too close to it. If the diff to the spec is pretty minimal, it could be done. Really, I have no idea...
GL_EXT_texture_env_combine replaces the legacy name GL_ARB_texture_env_combine
WGL_ARB_extensions_string should be there. In fact it was, last time I checked.
WGL_ARB_pixel_format is so windoze specific, that I'm not interested in it.

QuoteEXT:
GL_EXT_generate_mipmap (Comments: Rainbow did it)
GL_EXT_stencil_wrap (Comments by Rainbow: "Native 3dfx icd")
GL_EXT_texture_filter_anisotropic (Comments by Rainbow: "Fake")
I can't find GL_EXT_generate_mipmap anywhere in the spec. The correct string is GL_SGIS_generate_mipmap.
GL_EXT_stencil_wrap is there, just run glViewer in 32bpp.
No comments on the "fakes".

QuoteNV:
GL_NV_fence (Comments by Rainbow: "Fake")
GL_NV_pixel_data_range (Comments by Rainbow: "Fake")
GL_NV_vertex_array_range (Comments by Rainbow: "Fake")
GL_NV_vertex_array_range2 (Comments by Rainbow: "Fake")
No comments on the "fakes".

QuoteS3:
GL_SGIS_texture_edge_clamp (Comments by Rainbow: "Native 3dfx icd")
Damn, I just forgot to enable that one. In fact, 3dfx hw can only do edge_clamp... well, sorta...

QuoteWIN:
GL_WIN_swap_hint (Comments: Rainbow did it)
GL_WIN_swap_hint is so windoze specific, that I'm not interested in it. Besides, how many times have you run your apps with VSync enabled? I am not competing with anything or anyone, and it's kinda ridiculous to do it for GLViewer only.
Regards,
Daniel Borca

ggab

thanks for the info.
QuoteGL_EXT_stencil_wrap is there, just run glViewer in 32bpp.
i tried in 32bpp, and there is in Red too.... (GL_EXT_stencil_wrap)

QuoteI am not competing with anything or anyone, and it's kinda ridiculous to do it for GLViewer only.
Well, i just posted some info about possible helpfully data....
And about competing, this is not my intention, only i "compare it" for testing only & to help you, to find possible new features to add it.
That's all, tnks again :)

With, ARB:
WGL_ARB_extensions_string  , yes it's in Mesa, (i forgot that [: )D]
 

bloodworm

thank you for your hard work GGAB!  I was going to do exactly what you just did and post, but you have already done it!  your work has not gone un-noticed, as I am also interested in the "completeness" of things, even though it may or may not help in most games/apps.
Bloody Mess

ggab

with the new releases, the new testings ;)

the '%' of OGL's versions are the same (from the release candidates)



and...

 

bloodworm

hey GGAB,
any updates for us on the new release?
Bloody Mess

ggab

sorry, no news with GLVIew
but there is a new version 2.12 for win NT compatible

PS: and the change log?
i only know:
more stable, faster, better shaders support & tnl
 

dborca

#26
beware! for example, opengl 2.0 spec sez that npot textures should be 2.0, not 1.5. glview used to advertise npot as a requirement for 1.5. this might be the case of other extensions, as well.

means that some of the percentages will be screwed up, depending on which version of glview you are using.

PS: make sure you DON'T use the doom3 version when testing.
Regards,
Daniel Borca

ggab

6.2.0.2 is out !!! ;)

v: 2.0.9.171
res: 960*720 32bpp


REPORT:

Compiled vertex array support.
This extension improve OpenGL performances by used video memory for vertex transformation.

No 8bit palette texture support.
This may leads performance loss on some old applications.

Multitexture support.
This features speed up rendering complex rendering like lightmaps or environment mapping.

Secondary color support.
This feature enables specular lighting on polygons.

S3TC compression support.
This feature can increase texture mapping bandwidth in some applications by using a loss-compression mode.

Texture Edge Clamp extension found.
This feature enables an important DX6 feature for texture mapping.

Vertex Program extension found.
This feature enables vertex programming (DX8 Vertex Shader). This extension might be required for actual or future OpenGL programs.

No Fragment program extension found.
This feature enables per pixel programming (DX8 Pixel Shader) Some for actual or future OpenGL programs may requires this extension to run.

No ICD Registry Entry.
The current OpenGL driver doesn't expose the SOFTWARE/Microsoft/Windows (NT)/CurrentVersion/OpenGLDrivers registry entry. Unable to detects driver version, driver revision name and filename.

Few texture units found.
This would slow down some applications using Fragment Program or extensive texture mapping.

--------------------------------------------------------
good news! now GL_EXT_stencil_wrap passed the test :)

Image Insert:

26.14 KB
 

ggab

check this out !!! :D

Image Insert:

45.5 KB
 

Ragnarok72

#29
First:

ROFL @ the art in here.  Keep it up guys. Seriously.

Second:

I'm pretty sure it was already mentioned in the MesaFX thread by someone else, but let me just give a big THANK YOU to Dborca for getting HomeWorld2 working in-game now.  Aside from the first mission's panoramic shots (slide-show CITY!!!), the game is surprisingly playable, even on a V5 at 800x600x32 with FSAA (if only a 2x, though.  4x starts to cross the line at times).

I've got no complaints. LOL.:D