VOGONS


Reply 45 of 57, by bobbin

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Powerstrip is in agreement with your .log file. See below:

Diagnostic report - generated on 10/21/2002
------------------------------------------------------------------------------
PowerStrip build - 238
Windows build - v.4.90.73010104.1
DirectX build - v.4.08.01.0881
OpenGL renderer - Radeon 8500 DDR x86/MMX/3DNow!/SSE, v.1.3.3302 Win9x Release

System board
------------------------------------------------------------------------------
CPU speed - 1402 MHz
Type - VIA VT8366-8233-6A6LVH2CC-00
BIOS - Award Bios, 04/17/2002
AGP aperture - 64 MB
AGP transfer mechanism - DMA
AGP non-local memory - 61.8 MB
AGP driving value - 99h (N-ctrl=9, P-ctrl=9)
AGP revision - 2.00
AGP transfer rates supported - 1x, 2x, 4x
Current AGP transfer rate - 4x
Sideband addressing - Enabled
Fast write protocol - (n/a)
AGP texturing - Enabled

Graphics card #1
------------------------------------------------------------------------------
Identity - RADEON 8500/RADEON 8500LE
Memory clock - 274.50 MHz
Engine clock - 249.75 MHz
IRQ - 11, not shared
AGP revision - 2.00
AGP transfer rates supported - 1x, 2x, 4x
Current AGP transfer rate - 4x
Sideband addressing - Enabled
Display driver - ati2drag.drv, v.4.13.01.9062
DirectX driver - ati3d2ag.dll, v.4.13.01.3445
Attached monitor - Princeton Ultra 72 (Princeton Graphic Systems)
Monitor caps (1) - 1280x1024, 69kHz, 90Hz

Device enumeration
------------------------------------------------------------------------------
RADEON 8500/RADEON 8500LE (514C1002h) - using IRQ11
VIA CPU-to-PCI/AGP bridge (30991106h)
VIA PCI-to-PCI/AGP bridge (B0991106h)
Creative Labs Audio device (00021102h) - using IRQ10
Creative Labs Input controller (70021102h)
Digitan Systems Communication device (044011C1h)
VIA PCI-to-ISA bridge (30741106h)
VIA IDE controller (05711106h)
VIA Universal serial bus (USB) (30381106h) - using IRQ3

OpenGL extensions
------------------------------------------------------------------------------
GL_ARB_multitexture
GL_ARB_point_parameters
GL_ARB_texture_border_clamp
GL_ARB_texture_compression
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3
GL_ARB_texture_mirrored_repeat
GL_ARB_transpose_matrix
GL_ARB_vertex_blend
GL_ARB_window_pos
GL_S3_s3tc
GL_ATI_element_array
GL_ATI_envmap_bumpmap
GL_ATI_fragment_shader
GL_ATI_map_object_buffer
GL_ATI_pn_triangles
GL_ATI_texture_mirror_once
GL_ATI_vertex_array_object
GL_ATI_vertex_streams
GL_ATIX_texture_env_combine3
GL_ATIX_texture_env_route
GL_ATIX_vertex_shader_output_point_size
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_blend_color
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_clip_volume_hint
GL_EXT_compiled_vertex_array
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_packed_pixels
GL_EXT_point_parameters
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_stencil_wrap
GL_EXT_texgen_reflection
GL_EXT_texture_env_add
GL_EXT_texture3D
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_lod_bias
GL_EXT_texture_object
GL_EXT_vertex_array
GL_EXT_vertex_shader
GL_HP_occlusion_test
GL_KTX_buffer_region
GL_NV_texgen_reflection
GL_NV_blend_square
GL_SGI_texture_edge_clamp
GL_SGIS_texture_border_clamp
GL_SGIS_texture_lod
GL_SGIS_generate_mipmap
GL_SGIS_multitexture
GL_WIN_swap_hint
WGL_EXT_extensions_string
WGL_EXT_swap_control

Reply 46 of 57, by Glidos

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Snover wrote:

The hardware needs to be hardcoded with these specific OpenGL functions? That doesn't seem right...

To do paletted textures, the texture lookup involves an indirection through a palette; this is at actual render time, so you don't want the software from the driver doing it; it has to be all on the card, although it could involve a little microcode program running on the card, maybe. The fucntion wouldn't be hardcoded so to speak: the driver would configure that hardware so that texture lookup either did this or not, as required.

It is certainly true that hardware could be designed that would do lightening D3D and OpenGL, but make paletted textures very hard to implement efficienctly.

Reply 48 of 57, by Glidos

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Not as far as I know. It is up to the game (or OpenGlide in this case) to provide a fallback. Without the paletted extension, OpenGlide can cache several OpenGL versions of a single Glide texture, one for each palette it is used with. But in the case of Red Baron, there are so many palettes used that this strategy runs the computer out of virtual memory.

Reply 49 of 57, by bobbin

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Glidos,

I don't know much about the techno side of things, but I do know that RB3D runs pretty darn good on my ATI 8500 with the use of your wrapper. I made sure that I enabled "IgnorePalatteChanges" and disabled sun glare, and I am getting about 50 fps in "fly now". Hehe, I even have Antialaising set to 2x in the OpenGL settings! 800x600 and it looks great! Only see slight graphic corruption in ground textures at very low altitude close to the plane. Thanks for all the hard work!!

bobbin 😀

Reply 50 of 57, by Glidos

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bobbin wrote:

I don't know much about the techno side of things, but I do know that RB3D runs pretty darn good on my ATI 8500 with the use of your wrapper. I made sure that I enabled "IgnorePalatteChanges" and disabled sun glare, and I am getting about 50 fps in "fly now". Hehe, I even have Antialaising set to 2x in the OpenGL settings! 800x600 and it looks great! Only see slight graphic corruption in ground textures at very low altitude close to the plane. Thanks for all the hard work!!

Okay, good. Pity about Sun Glare: its a nice effect, but certainly possible to live without it.

The only thing you might find is that when you get shot and the screen reddens, patches of the ground will go a bit red.

Reply 52 of 57, by Stiletto

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Here's my openglid.log run on my home computer (Win98SE, Voodoo3)

You guys should really alter the generation so that it does a newline after each GL extension, it would look better that way.

This is with the final official 3dfx Voodoo3 drivers, BTW.

------------------------------------------- OpenGLide Log File ------------------------------------------- ***** OpenGLide Versi […]
Show full quote

-------------------------------------------
OpenGLide Log File
-------------------------------------------
***** OpenGLide Version0.07b4 *****
-------------------------------------------
Date: 11/04/02
Time: 19:41:40
-------------------------------------------
-------------------------------------------
Clock Frequency: 265.91 Mhz
-------------------------------------------
-------------------------------------------
Configuration file is OpenGLid.INI
-----------------------------------------
Wrapper Class Priority of 32
Wrapper Priority of 2
-----------------------------------------
ColorBits = 16
DepthBits = 16
Using OpenGL version = 1
MultiTexture Textures Units = 2
Using Palette Extension.
-------------------------------------------
Setting in Use:
-------------------------------------------
Init Full Screen = true
Fog = true
Precision Fix = true
565 Wrap = false
MultiTexture = true
Palette Extension = true
Packed Pixels Extension = false
Vertex Array Extension = false
Secondary Color Extension = false
Fog Coord Extension = false
Texture Memory Size = 16 Mb
Frame Buffer Memory Size = 8 Mb
MMX is disabled
-------------------------------------------
-------------------------------------------
** OpenGL Information **
-------------------------------------------
Vendor: 3Dfx Interactive Inc.
Renderer: 3Dfx/Voodoo3 (tm)/2 TMUs/16 MB SDRAM/ICD (Nov 2 2000)
Version: 1.1.0
Extensions: GL_ARB_multitexture GL_EXT_abgr GL_EXT_bgra GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_stencil_wrap GL_EXT_texture_env_add GL_EXT_vertex_array GL_SGIS_texture_edge_clamp GL_EXT_paletted_texture GL_EXT_shared_texture_palette GL_SGIS_multitexture WGL_EXT_extensions_string WGL_3DFX_gamma_control WGL_EXT_swap_control WGL_ARB_extensions_string
-------------------------------------------
** Glide Calls **
-------------------------------------------

"I see a little silhouette-o of a man, Scaramouche, Scaramouche, will you
do the Fandango!" - Queen

Stiletto

Reply 53 of 57, by Stiletto

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I can't believe people are still voting on this.

I wonder what the "Other" video card was.... I know! Tritech Pyramid 3D! 😀

Seriously, tho'...

"I see a little silhouette-o of a man, Scaramouche, Scaramouche, will you
do the Fandango!" - Queen

Stiletto

Reply 56 of 57, by Stiletto

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I think it's become a popularity contest.

One of these days, we should stop the poll. 😀

"I see a little silhouette-o of a man, Scaramouche, Scaramouche, will you
do the Fandango!" - Queen

Stiletto