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ATi RagePro OpenGL files

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Reply 20 of 92, by Takedasun

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marxveix wrote on 2022-04-30, 19:21:

I would like to get Rage OpenGL ICD 1073, it should have multitexturing support in it. OpenGL ICD name atoglrp9.dll (before 5.40), atio9xad.dll (5.40) or atio9xae.dll (J5.xx). 1073 should be before 5.40 releases, but i am not 100% sure, anybody has 1073 OpenGl ICD?

Talk about this 1073 and other RagePro OpenGL versions:
http://www.rage3d.com/board/showthread.php?t=1022

I found the damn file.

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Reply 24 of 92, by Takedasun

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dr.zeissler wrote on 2023-04-19, 19:48:

This GL driver has an issue on my setup. Using this one leads to a corrupt screen when exiting a game that uses it.

I don't have that problem.

Test in Quake2
1068 - 23.6
1073 - 24.3
1076 - 23.1
1079 - 23.2
1085 - 23.1

Reply 25 of 92, by dr.zeissler

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my machine is:
- 4MB ATI Rage Pro LT
- WIN95-DX6 (not 6.1)
- ATI 8247 DX5 Driver for ATI CIF compatibility
- Game: DoomGL (and others)

OpenGL is broken (textures) on that 8247 driver but the opengl from 19.01.1999 107x ? does work 100%.

Doc

Retro-Gamer 😀 ...on different machines

Reply 29 of 92, by Kahenraz

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Sometimes I wonder how useful some of these early 3D accelerators could have been if drivers for them had continued to be developed. I feel like the early Rage chips, for example, are a lot more capable than what we got with the final driver set.

Reply 30 of 92, by DrAnthony

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Kahenraz wrote on 2023-04-21, 03:50:

Sometimes I wonder how useful some of these early 3D accelerators could have been if drivers for them had continued to be developed. I feel like the early Rage chips, for example, are a lot more capable than what we got with the final driver set.

Oh that happened all the time, even many years past that point. R100 had pixel shader capability that was never exposed by drivers. ATI engineers have gone on the record of saying it would never have met the eventual PS 1.1 requirements but if something had formalized sooner those cards would have done a lot more than we thought they were capable of. Honestly, I wouldn't be surprised if it was possible to write a DX8 compatible driver with pixel shader support, but it was just too slow on the hardware to be useful and definitely not worth the effort.

Reply 32 of 92, by marxveix

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Takedasun wrote on 2023-04-19, 13:49:
marxveix wrote on 2022-04-30, 19:21:

I would like to get Rage OpenGL ICD 1073, it should have multitexturing support in it. OpenGL ICD name atoglrp9.dll (before 5.40), atio9xad.dll (5.40) or atio9xae.dll (J5.xx). 1073 should be before 5.40 releases, but i am not 100% sure, anybody has 1073 OpenGl ICD?

Talk about this 1073 and other RagePro OpenGL versions:
http://www.rage3d.com/board/showthread.php?t=1022

I found the damn file.

Great news, Thank you Takedasun!

Now we also have version 4.11.1073 Win9x -OpenGL, probably i also get more performance, like you did in your quake2 results.

31 different MiniGL/OpenGL Win9x files for all Rage 3 cards: Re: ATi RagePro OpenGL files

Reply 33 of 92, by Spark

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marxveix wrote on 2021-03-19, 07:53:

Anybody have used 110x OpenGL-s for glquake, i get timedemo demo1 30fps with my k6-2+@350Mhz, but screen has flickering with them, any fix would be nice.

Open the console and type gl_ztrick 0 to fix the flickering.
Got this tip from the Scitech GLDirect docs. They mention glquake's ztrick can't be translated into Direct3D.
Perhaps ATI's latest ICD is wrapping some functionality to Direct3D which is why it needs this setting.
Also make sure to use glquake 0.97 as earlier version has severe performance issue when the console is open.
Another thing to look out for is that fraps takes a lot of performance away and causes textures to be improperly filtered.

Reply 34 of 92, by marxveix

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Spark wrote on 2023-07-07, 21:45:
Open the console and type gl_ztrick 0 to fix the flickering. Got this tip from the Scitech GLDirect docs. They mention glquake' […]
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marxveix wrote on 2021-03-19, 07:53:

Anybody have used 110x OpenGL-s for glquake, i get timedemo demo1 30fps with my k6-2+@350Mhz, but screen has flickering with them, any fix would be nice.

Open the console and type gl_ztrick 0 to fix the flickering.
Got this tip from the Scitech GLDirect docs. They mention glquake's ztrick can't be translated into Direct3D.
Perhaps ATI's latest ICD is wrapping some functionality to Direct3D which is why it needs this setting.
Also make sure to use glquake 0.97 as earlier version has severe performance issue when the console is open.
Another thing to look out for is that fraps takes a lot of performance away and causes textures to be improperly filtered.

Thank you Spark, this fixed it!

GLQuake fix > from OpenGL 4.12.1095 up to 4.12.1107 add
gl_ztrick "0" to quake/id1 autoexec.cfg or open glquake
console and type gl_strick 0 to fix missing bottom hud
(status bar) and screen flickerings before your gaming.
Edited autoexec.cfg works also with older OGL versions.
Win-win situation, just edit the autoexec.cfg if needed.

Edit:
Thank you Takedasun! - Great collection of drivers you have and it has been growing from the last visit i did, even with added D3D,OpenGL info for some driver file.

Now i have these new ones, added MiniGL/OpenGL i did found from Takedasun site.
(MiniGL 4.10.1005, OpenGL 4.10.1045, 4.11.1049, 4.11.1073, 4.11.1079 and 4.12.1100).

Full list at the moment:
MiniGL (Opengl32.dll)
4.10.1005 Beta1
4.10.1010 Beta2
4.10.1021 Beta3
4.10.1036

OpenGL (Atoglrp9.dl_)
4.10.1045
4.11.1049
4.11.1051
4.11.1058
4.11.1060
4.11.1065
4.11.1068
4.11.1073
4.11.1076
4.11.1077
4.11.1079
4.11.1084
4.11.1085
4.11.1091
4.12.1091
4.11.1094
4.12.1094
4.12.1095
4.12.1096
4.12.1100
4.12.1103
4.12.1104
4.12.1106
4.12.1107

31 different MiniGL/OpenGL Win9x files for all Rage 3 cards: Re: ATi RagePro OpenGL files

Reply 35 of 92, by Takedasun

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marxveix wrote on 2022-04-30, 19:21:

I would like to get Rage OpenGL ICD 1073, it should have multitexturing support in it. OpenGL ICD name atoglrp9.dll (before 5.40), atio9xad.dll (5.40) or atio9xae.dll (J5.xx). 1073 should be before 5.40 releases, but i am not 100% sure, anybody has 1073 OpenGl ICD?

I have looked through the contents of the atoglrp9.dll file and found several values that can be used to enable SGIS_multitexture and ARB_multitexture support. To do this, you need to create a file called atidbg.ini in the C:\windows\ directory and write the following values into it:

[OPENGL]
EnableMTSGI=1
EnableMTARB=1

This method works for all versions of OpenGL (Atoglrp9.dl_) except the earliest ones.

[Kelvin]
Bilinear=0

Controls bilinear filtering of textures.

It seems that Ati RagePRO drivers ignore registry settings and the settings can only be controlled via ini files.

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Reply 36 of 92, by Joseph_Joestar

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Takedasun wrote on 2023-07-12, 11:07:

I have looked through the contents of the atoglrp9.dll file and found several values that can be used to enable SGIS_multitexture and ARB_multitexture support.

Interesting. Is there a setting which can enable GL_EXT_shared_texture_palette as well?

I'm asking because the Rage Pro and XL cards do support paletted textures in Direct3D games, with period correct drivers. Not sure why this isn't available under OpenGL though.

PC#1: Pentium MMX 166 / Soyo SY-5BT / S3 Trio64V+ / Voodoo1 / YMF719 / AWE64 Gold / SC-155
PC#2: AthlonXP 2100+ / ECS K7VTA3 / Voodoo3 / Audigy2 / Vortex2
PC#3: Athlon64 3400+ / Asus K8V-MX / 5900XT / Audigy2
PC#4: i5-3570K / MSI Z77A-G43 / GTX 970 / X-Fi

Reply 37 of 92, by marxveix

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Takedasun wrote on 2023-07-12, 11:07:
I have looked through the contents of the atoglrp9.dll file and found several values that can be used to enable SGIS_multitextur […]
Show full quote

I have looked through the contents of the atoglrp9.dll file and found several values that can be used to enable SGIS_multitexture and ARB_multitexture support. To do this, you need to create a file called atidbg.ini in the C:\windows\ directory and write the following values into it:

[OPENGL]
EnableMTSGI=1
EnableMTARB=1

This method works for all versions of OpenGL (Atoglrp9.dl_) except the earliest ones.

[Kelvin]
Bilinear=0

Controls bilinear filtering of textures.

It seems that Ati RagePRO drivers ignore registry settings and the settings can only be controlled via ini files.

Great info there, Thanks!

Rage3 cards OpenGL bilinear filtering can be turned on and off with Rage Pro tweaker also ,
even after uninstalling tweaker software, settings stays the same, if you turned it off before.

edit:
After Kelvin setting i have i also these settings there, probably Rage Pro tweaker leftovers:

[Performance]
UseAsm=1
UseGen=1
BMPad=1

31 different MiniGL/OpenGL Win9x files for all Rage 3 cards: Re: ATi RagePro OpenGL files

Reply 39 of 92, by marxveix

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Spark wrote on 2023-07-12, 23:40:

Is there any point in enabling multitexturing in the driver when the Rage Pro can't multitexture? (to the best of my knowledge)
I enabled it and nothing seemed different in Quake 2.

I got new OpenGL, version 4.12.1088

Multitexture works, just tested with my K6-2+ 400Mhz and Rage XL AGP 8MB (no overlock, no quake2 tweaks).

Quake2 OpenGL 4.12.1088
timedemo 1 map demo1.dm2
25.7 multitexture disabled
27.3 multitexture enabled (good graphics, good performance)
28.9 multitexture enabled, no bilinear
30.9 multitexture disabled, no bilinear (no bilinear filtering, best performance)

Multitexture should be enabled only if you use bilinear filtering for OpenGL.

Multitexture an bilinear enabled
[OPENGL]
EnableMTSGI=1
EnableMTARB=1
[Kelvin]
Bilinear=1

Multitexture and bilinear disabled
[OPENGL]
EnableMTSGI=0
EnableMTARB=0
[Kelvin]
Bilinear=0

I also had these settings
[Performance]
UseAsm=1
UseGen=1
BMPad=1

31 different MiniGL/OpenGL Win9x files for all Rage 3 cards: Re: ATi RagePro OpenGL files