VOGONS


Reply 22 of 57, by Hentzau

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GoldFinger wrote:

Hey All,
We need more votes to improve Glidos and OpenGLide compatibility and features.

PLEASE!

Posted links to this thread tonight at a few RB3D boards so hopefully you'll get more input!

Reply 24 of 57, by DeltaK

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-------------------------------------------
OpenGLide Log File
-------------------------------------------
***** OpenGLide Version0.07b1 *****
-------------------------------------------
Date: 10/12/02
Time: 10:00:25
-------------------------------------------
-------------------------------------------
Clock Frequency: 1403.18 Mhz
-------------------------------------------
-------------------------------------------
Configuration file is OpenGLid.INI
-----------------------------------------
Wrapper Class Priority of 32
Wrapper Priority of 2
-----------------------------------------
ColorBits = 16
DepthBits = 16
Using OpenGL version = 3
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 = true
Texture Memory Size = 16 Mb
Frame Buffer Memory Size = 8 Mb
MMX is disabled
-------------------------------------------
-------------------------------------------
** OpenGL Information **
-------------------------------------------
Vendor: NVIDIA Corporation
Renderer: GeForce2 MX/AGP/3DNOW!
Version: 1.3.1
Extensions: GL_ARB_imaging GL_ARB_multitexture GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_transpose_matrix GL_S3_s3tc GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color 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_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_paletted_texture GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shared_texture_palette GL_EXT_stencil_wrap GL_EXT_texture_compression_s3tc GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_cube_map GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_vertex_array GL_EXT_vertex_weighting GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_evaluators GL_NV_fence GL_NV_fog_distance GL_NV_light_max_exponent GL_NV_packed_depth_stencil GL_NV_register_combiners GL_NV_texgen_emboss GL_NV_texgen_reflection GL_NV_texture_env_combine4 GL_NV_texture_rectangle GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_SGIS_generate_mipmap GL_SGIS_multitexture GL_SGIS_texture_lod GL_WIN_swap_hint WGL_EXT_swap_control
-------------------------------------------
** Glide Calls **
-------------------------------------------
-------------------------
Time: 10:00:39
-------------------------
FPS = 0.000000
-------------------------

Reply 25 of 57, by Snover

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Wow. The GF2 has overtaken the GF3. Not that I'm surprised, but that's rather impressive. Doubly so since nVidia appears to have about 70% of the market share of the users that come here.

Yes, it’s my fault.

Reply 27 of 57, by Snover

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I openly cringe at your debate. I'd never, ever, EVER get an ATi video card. Brand loyalty, perhaps, but the GF3 and 4 have so many neat hardware features that ATi just doesn't (programmable pixel shaders, for example) -- features that make your games look much better without a (noticible) performance hit. I'm hooked. 😉

Yes, it’s my fault.

Reply 29 of 57, by DosFreak

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I've stayed away from ATI since their "Rage" chipset. Recomended other video cards to friends/relatives/anyone that asks. Played around with the Radeon series before the 9700. The 9700 is the deciding chipset on wether ATI still suxs or not. So far it's looking good! ATI still hasn't impressed me with their crappy drivers on the card's release (drivers were better than any of their card's before upon release...I'll give 'em that). But at least the card actually worked upon release which is more than I can say for most of their cards. 🙄

In any case the 9700 is just a throwaway card until the beautiful NV30 gets here. Go NVIDIA! 😁

How To Ask Questions The Smart Way
Make your games work offline

Reply 31 of 57, by Nicht Sehr Gut

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DosFreak wrote:

In any case the 9700 is just a throwaway card until the beautiful NV30 gets here. Go NVIDIA!

Bleedin' 'ell! What kind of cashflow do you have that makes the 9700 "a throwaway card"?!

Reply 34 of 57, by Unregistered

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My graphics card is a GeForce 2 MX 400 overclocked to the "max" with the current version of Riva Tuner. I plan on getting a GeForce 4 Ti4200 in the next month or so...

Your wrapper is marvelous! I use it for Red Baron and am very pleased with the awesome results! Thank you. I plan on purchasing the program soon for my little bit of support for your good work.

Colonel Fritz

Here's the log file you requested...

-------------------------------------------
OpenGLide Log File
-------------------------------------------
***** OpenGLide Version0.07b2 *****
-------------------------------------------
Date: 10/14/02
Time: 14:08:44
-------------------------------------------
-------------------------------------------
Clock Frequency: 1332.95 Mhz
-------------------------------------------
-------------------------------------------
Configuration file is OpenGLid.INI
-----------------------------------------
Wrapper Class Priority of 32
Wrapper Priority of 2
-----------------------------------------
ColorBits = 32
DepthBits = 16
Using OpenGL version = 3
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 = true
Texture Memory Size = 16 Mb
Frame Buffer Memory Size = 8 Mb
MMX is disabled
-------------------------------------------
-------------------------------------------
** OpenGL Information **
-------------------------------------------
Vendor: NVIDIA Corporation
Renderer: GeForce2 MX/AGP/3DNOW!
Version: 1.3.1
Extensions: GL_ARB_imaging GL_ARB_multitexture GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_transpose_matrix GL_S3_s3tc GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color 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_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_paletted_texture GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shared_texture_palette GL_EXT_stencil_wrap GL_EXT_texture_compression_s3tc GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_cube_map GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_vertex_array GL_EXT_vertex_weighting GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_evaluators GL_NV_fence GL_NV_fog_distance GL_NV_light_max_exponent GL_NV_packed_depth_stencil GL_NV_register_combiners GL_NV_texgen_emboss GL_NV_texgen_reflection GL_NV_texture_env_combine4 GL_NV_texture_rectangle GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_SGIS_generate_mipmap GL_SGIS_multitexture GL_SGIS_texture_lod GL_WIN_swap_hint WGL_EXT_swap_control
-------------------------------------------
** Glide Calls **
-------------------------------------------
-------------------------
Time: 14:17:00
-------------------------
FPS = 0.000000
-------------------------

Reply 35 of 57, by bobbin

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Lets see more from you ATI guys! Here's hoping that you can get this wrapper to work as well on ATI boards as it does on nVidia.

OpenGl.log below:

-------------------------------------------
OpenGLide Log File
-------------------------------------------
***** OpenGLide Version0.07b1 *****
-------------------------------------------
Date: 10/18/02
Time: 22:47:16
-------------------------------------------
-------------------------------------------
Clock Frequency: 1401.70 Mhz
-------------------------------------------
-------------------------------------------
Configuration file is OpenGLid.INI
-----------------------------------------
Wrapper Class Priority of 32
Wrapper Priority of 2
-----------------------------------------
ColorBits = 16
DepthBits = 16
Using OpenGL version = 3
MultiTexture Textures Units = 6
-------------------------------------------
Setting in Use:
-------------------------------------------
Init Full Screen = true
Fog = true
Precision Fix = true
565 Wrap = false
MultiTexture = true
Palette Extension = false
Packed Pixels Extension = false
Vertex Array Extension = false
Secondary Color Extension = false
Fog Coord Extension = true
Texture Memory Size = 16 Mb
Frame Buffer Memory Size = 8 Mb
MMX is disabled
-------------------------------------------
-------------------------------------------
** OpenGL Information **
-------------------------------------------
Vendor: ATI Technologies Inc.
Renderer: Radeon 8500 DDR x86/MMX/3DNow!/SSE
Version: 1.3.3302 Win9x Release
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
-------------------------------------------
** Glide Calls **
-------------------------------------------