First post, by Stiletto
BTW, Paul, Fabio - check this out:
Here's my complete email from him:
>Hi Zeckensack, >Are you still working on your Radeon Glide wrapper? Would you like to >help work on >OpenGlide instead? > >See […]
>Are you still working on your Radeon Glide wrapper? Would you like to
>help work on
>The latest release on CVS contains the source code to the latest version of
>OpenGlide merged with the changes made by the author of GliDOS
>(http://www.glidos.net) - it's not compiled for a binary release (yet).
> But if you'd like to submit
>patches to OpenGlide, you're more than welcome.
I'll maybe take a look at it and post my findings. But don't expect me to start something thorough. Actually I'm trying to finish up and get rid of that project of mine pretty soon. I think I'm almost there, I've broken some LFB code with the last release that needs
to be fixed and completed, then I'm out of town more or less.
Oh yeah, then my source code will be published and I'll likely GPL it 😀
Then I'll start something new. I'm a bit tired of this glide wrapping business 😁
>A question I've wanted to ask: what makes your Glide wrapper
It uses ATI-specific OGL extensions for the combiner emulation.
ATIX_texture_env_combine3 for Radeon1/Radeon7500
ATI_fragment_shader for Radeon8500/9000 and up
plus some goodies the NV drivers don't support (or didn't when I started), like ARB_window_pos.
Just the usual thing you have to do once you want to do something serious in OpenGL.
I have changed to sort of a plugin architecture for the pixel path 'backends', and work in progress NV_register_combiners support, which I can't complete/test for lack of NV hardware but it should be
pretty easy to find my bugs and drop the rest right in.
*gone looking at sourceforge*
That's a rather interesting idea to work with vendor-specific OpenGL extensions, don't you think? It might be worth carrying over to OpenGlide. 😀
"I see a little silhouette-o of a man, Scaramouche, Scaramouche, will you
do the Fandango!" - Queen