First post, by DracoNihil
- Rank
- Oldbie
I'm going to hope this is the board to post this in, because I mean... this is about versions 224 and 225 of Unreal. I don't know which version originally introduced OpenGlDrv.dll but it's obvious that it's a experimental render device.
If you look in Unreal.ini this is typically what you see for it:
[OpenGLDrv.OpenGLRenderDevice]
Translucency=True
VolumetricLighting=True
ShinySurfaces=True
Coronas=True
HighDetailActors=True
Note that there's no support for DetailTextures, the option doesn't even exist in Advanced Options either!
Now here's where things get even weirder with it, there is a INI file with the same exact name as the DLL file and this is what's contained in it:
[Default]
MinLogTextureSize=3
MaxLogTextureSize=10
MaxLogUOverV=10
MaxLogVOverU=10
UseZTrick=1
UseMultiTexture=1
UsePalette=1
DoPrecache=1
ShareLists=1
AlwaysMipmap=1
[NVIDIA Corporation/RIVA TNT (PCI)]
MinLogTextureSize=0
MaxLogTextureSize=10
MaxLogUOverV=10
MaxLogVOverU=10
UseZTrick=0
UseMultiTexture=1
UsePalette=0
DoPrecache=1
ShareLists=1
AlwaysMipmap=1
[NVIDIA Corporation/RIVA TNT (AGP)]
MinLogTextureSize=0
MaxLogTextureSize=10
MaxLogUOverV=10
MaxLogVOverU=10
UseZTrick=1
UseMultiTexture=1
UsePalette=0
DoPrecache=1
ShareLists=1
AlwaysMipmap=1
[Intel/Intel740]
MinLogTextureSize=0
MaxLogTextureSize=10
MaxLogUOverV=10
MaxLogVOverU=10
UseZTrick=1
UseMultiTexture=0
UsePalette=1
DoPrecache=1
ShareLists=1
AlwaysMipmap=1
[3Dfx Interactive Inc./3Dfx]
MinLogTextureSize=0
MaxLogTextureSize=8
MaxLogUOverV=2
MaxLogVOverU=2
UseZTrick=1
UseMultiTexture=1
UsePalette=0
DoPrecache=0
ShareLists=0
AlwaysMipmap=0
[ATI/RAGE 128]
MinLogTextureSize=3
MaxLogTextureSize=10
MaxLogUOverV=10
MaxLogVOverU=10
UseZTrick=1
UseMultiTexture=1
UsePalette=0
DoPrecache=1
ShareLists=1
AlwaysMipmap=0
If we look at the output of "strings -e l OpenGlDrv.dll" you can spot the following in the output:
_SGI_cull_vertex
_EXT_point_parameters
_GL_EXT_clip_volume_hint
_GL_ARB_multitexture
_GL_WIN_swap_hint
_WGL_EXT_swap_control
_GL_EXT_compiled_vertex_array
_GL_S3_s3tc
_GL_EXT_paletted_texture
_GL_EXT_bgra
L_GL
S3TC is mentioned, but none of the S3 cards are given a special preset under OpenGldrv.ini
The [Default] in OpenGlDrv.ini I assume is used if it can't find a section in the INI with the exact Vendor/Renderer string in it.
So here's my question: Has anyone ever successfully gotten this to run with any number of late 90's GPU's that have OpenGL support? The only time I've ever ran this successfully is on the Intel Iris Pro 580 on my new tiny PC after exporting the necessary Mesa environment variables to avoid a buffer overflow. I've never gotten this ancient OpenGlDrv to run at all on the various GPU's I've grown up using, either Unreal would crash and catch the crash or the whole thing just silently exits or triggers a BSOD. (or in the case of Windows XP a "has stopped working" message)
If anyone has a Savage 4, can it run Unreal with OpenGL? Will it report GL_S3_s3tc in that case? I'd really love to know.
“I am the dragon without a name…”
― Κυνικός Δράκων