After reading your website, apparently your program requires Windows, not DOS. Thus, you don't need GliDOS. You need OpenGlide.
The difference:
GliDOS provides a DOS Glide->Windows Glide interface converter as presented via a server-client design. GliDOS is like a DOS client and a Windows server. The server loads a Glide2x library in its original Glide2x.dll form, either a Glide->Direct3D or Glide->OpenGL wrapper (or Glide-to-some-other-API wrapper) OR an actual 3dfx Glide library file, and forwards all DOS Glide calls from GliDOS's custom Glide2x.OVL replacement to the library file in question.
http://www.glidos.net
However, GliDOS comes setup to use, and comes with, OpenGlide.
Windows-based games and other Glide-using apps do not need the full GliDOS system to run in Glide mode on modern computer systems. All they need is either official Glide support via a 3dfx card (which is indeed possible in Windows NT/2000/XP), or a Glide wrapper like the one used by GliDOS. This part of GliDOS is called OpenGlide and is distributed free of charge; you do not need to buy Glidos to use it. OpenGlide was originally written by Fabio Barros, and updated by the author of Glidos, Paul Gardiner.
OpenGLide is a Glide to OpenGL wrapper. It simulates a Voodoo board so you can run old Windows Glide games by translating Glide calls into OpenGL.
http://openglide.sf.net
Since your support request is Windows-oriented, one of the moderators will have to move this post to the appropriate, OpenGlide forum.
(There are competing wrappers out there BTW - a very good one for Direct3D is called eVoodoo - http://evoodoo.emulation64.com)
Either Windows or DOS version, provided your programs are not statically compiled with the Glide library or not using Glide3 calls or utilizing some sort of Voodoo card detection routines (reading PCI IDs or something), it should hopefully work. Old Glide 2.1x calls support are soon coming to OpenGlide hopefully, Glide 3.x is far in the future. Providing a workaround for statically compiled binaries is even further in the future if not impossible.
I hope this answers your questions.
BTW, since you used to work for Sun and Intel, if you are a Glide and OpenGL developer, OpenGlide could always use further development, and it's open-source GPL. 😁
Furthermore, if you actually attempted to develop for the NV1 and still have development material, there's one or two moderators (Nicht Sehr Gut and Stiletto) who will have tons of questions for you. Did you really obtain a development kit, etc.? Do you still have them? Search our forums, you'll see why they're interested - the DirectX versions of the OEM NV1 games pale beside their NV1-native games, and they're hoping someone can either hack a better conversion or make a generic "wrapper" for NV1's... 😁