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OpenGL / Direct3d wrapper?

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Daniel Noll

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Jun 25, 1998, 3:00:00 AM6/25/98
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Here goes... third time lucky.

Since the guy/gal who released this nifty little DLL doesn't seem to
have given the world his/her email address, I thought I'd ask here...

My system is a PII-300 with 64 Mb RAM, the graphics card is a Viper
V330 AGP. The problem with the wrapper is that some textures aren't
loading. The engine works smoothly (more smoothly than the bleedin'
OpenGL ICD for the Riva-128 in the case of Quake), but many textures
are just replaced by flat white. This problem is muuuuch, much worse
in Hexen II, maybe because it has more textures.

What I'm basically asking is, how can I see *all* the textures?

I'm allocating 8Mb of my main memory for textures, and upping that
to 12Mb didn't make any difference.

Daniel

Super spam-blocker employed:
tack on a .au to my address to mail me
(A computer program won't be able to figure *that* one out)

Daniel Noll

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Jun 29, 1998, 3:00:00 AM6/29/98
to

Since the guy/gal who released this nifty little DLL doesn't seem to
have given the world his/her email address, I thought I'd ask here...

My system is a PII-300 with 64 Mb RAM, the graphics card is a Viper
V330 AGP. The problem with the wrapper is that some textures aren't
loading. The engine works smoothly (more smoothly than the bleedin'

OpenGL ICD for the Riva-128 in the case of GLQuake), but about half
the textures are replaced by flat white. This problem is muuuuch,
much worse in Hexen II, probably because it has more textures.

Russ Williams

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Jun 29, 1998, 3:00:00 AM6/29/98
to

Daniel Noll wrote in message <3597251f...@bohm.anu.edu.au>...

>
>Since the guy/gal who released this nifty little DLL
>doesn't seem to have given the world his/her email
>address, I thought I'd ask here...

How many times?

>My system is a PII-300 with 64 Mb RAM, the graphics

>card is a Viper V330 AGP.[...]

Then use the OpenGL ICD.

---
Russ

Daniel Noll

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Jun 30, 1998, 3:00:00 AM6/30/98
to

On Mon, 29 Jun 1998 14:14:17 +0100, "Russ Williams"
<ru...@algorithm.demon.co.uk> wrote:

> How many times?

Until I find the person's address... or someone who can solve the
problem another way.

> Then use the OpenGL ICD.

OH!!!! Holy shit, I never realised I could do that. How absolutely
daft of me! Thankyou for pointing out the bleeding fucking obvious.

The ICD works okay for Quake-2, sure. Try it for GLQuake some time.
Lovely framerate, shame it has to pause every 20 seconds to think
for 1 second... you spend 5% of your game unable to move while the
fucked up drivers sit and twitch. Hexen II spends more like 10% in
twitch mode. But the wrapper didn't do this. The wrapper behaved
itself... apart from the textures, which is why I'm looking for the
author, or at the very least the source code for this damn thing.

Jeez, you satisfied?

Michael Kissin

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Jul 1, 1998, 3:00:00 AM7/1/98
to

Daniel Noll wrote:

> On Mon, 29 Jun 1998 14:14:17 +0100, "Russ Williams"
> <ru...@algorithm.demon.co.uk> wrote:
>
> > How many times?
>
> Until I find the person's address... or someone who can solve the
> problem another way.

I think that with problems like this, the guy probably doesn't want to
be found :)

> > Then use the OpenGL ICD.
>
> OH!!!! Holy shit, I never realised I could do that. How absolutely
> daft of me! Thankyou for pointing out the bleeding fucking obvious.

There was no need for that.

Michael K


David Springer

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Jul 1, 1998, 3:00:00 AM7/1/98
to

I wrote part of the D3D wrapper and released the binary version to the
public. The source code is not available as the base I started from was
obtained under NDA from Microsoft.

It was a one time thing that I'm not supporting after it outlived its
usefulness - that being until there was an ICD from NVIDIA so we (Dell)
could get glQuake benchmarks in the game magazines.

Daniel Noll (n307...@bohm.anu.edu) wrote:
> On Mon, 29 Jun 1998 14:14:17 +0100, "Russ Williams"
> <ru...@algorithm.demon.co.uk> wrote:

> > How many times?

> Until I find the person's address... or someone who can solve the
> problem another way.

> > Then use the OpenGL ICD.

> OH!!!! Holy shit, I never realised I could do that. How absolutely
> daft of me! Thankyou for pointing out the bleeding fucking obvious.

> The ICD works okay for Quake-2, sure. Try it for GLQuake some time.


> Lovely framerate, shame it has to pause every 20 seconds to think
> for 1 second... you spend 5% of your game unable to move while the
> fucked up drivers sit and twitch. Hexen II spends more like 10% in
> twitch mode. But the wrapper didn't do this. The wrapper behaved
> itself... apart from the textures, which is why I'm looking for the
> author, or at the very least the source code for this damn thing.

> Jeez, you satisfied?

> Daniel

> Super spam-blocker employed:
> tack on a .au to my address to mail me
> (A computer program won't be able to figure *that* one out)

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