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OpenGL-to-Direct3D Wrapper inside Quake 3?

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First post, by Geri

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DosFreak wrote:
The following Windows operating systems will wrap OpenGL to Direct3D when no OpenGL ICD is present: Windows XP, 2003, Vista, 200 […]
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The following Windows operating systems will wrap OpenGL to Direct3D when no OpenGL ICD is present:
Windows XP, 2003, Vista, 2008, 7, 2008R2, 8, 2012.

You can test this by renaming the OpenGL ICD and launching Quake 3.

This wrapper will also work when using WARP10 on Windows 8 & 2012.

i think this wrapper is inside quake3 itself, becouse all other opengl based game will use the microsoft software icd driver, if there is no hardware opengl drivers installed.

TitaniumGL the OpenGL to D3D wrapper:
http://users.atw.hu/titaniumgl/index.html

Reply 2 of 32, by leileilol

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Geri wrote:

i think this wrapper is inside quake3 itself,

Quake3 has no wrapper and ships with no wrapper. As someone who has hacked around its rendering code from time to time I can assure you there's no going to any API but OpenGL from Quake3's end.

Last edited by leileilol on 2013-08-21, 19:14. Edited 1 time in total.

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Reply 4 of 32, by leileilol

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The source is open. I can be sure. Not one file in the Quake3 source even drops a reference to Direct3D.

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Reply 6 of 32, by leileilol

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Not even the releases even make a reference or link to any Direct3D term. Dependency walker sure doesn't show any link to d3dim.dll.

There is no wrapper within Quake3. It's going Direct3D because Windows detected the game, saw no video, and is taking over.

Last edited by leileilol on 2013-08-21, 19:25. Edited 1 time in total.

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Reply 7 of 32, by Geri

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the original quake3 does work in d3d mode, if there is no opengl. public q3 source code is probably highly downgraded. you also cant do anything with analyzing dependencies, if it queries the libraries dynamically.

TitaniumGL the OpenGL to D3D wrapper:
http://users.atw.hu/titaniumgl/index.html

Reply 8 of 32, by leileilol

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Public Q3 source only has punkbuster/mplayer code stripped. The "missing wrapper" in quake3 is just placebo. Try compiling Quake3's public source with VC6/7 and compare Release executable sizes. Including a complete GL wrapper would send it far over 800kb...

Last edited by leileilol on 2013-08-21, 19:28. Edited 1 time in total.

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Reply 9 of 32, by Geri

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well, the release its capable to run in d3d, so its not a placebo. somewhere should be a wrapper located.

TitaniumGL the OpenGL to D3D wrapper:
http://users.atw.hu/titaniumgl/index.html

Reply 10 of 32, by Geri

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leileilol wrote:

Including a complete GL wrapper would send it far over 800kb...

quake3 does not need a complete gl wrapper, just only 10-30 function. it have very simply renderer engine.

TitaniumGL the OpenGL to D3D wrapper:
http://users.atw.hu/titaniumgl/index.html

Reply 11 of 32, by leileilol

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Carmack's .plan files never mentioned a wrapper either. The other day he had to tweet debunking some misinformation about the game's allegedly "self-learning and adapting neural network" bot AI. Does he also have to tweet about some random guy's bullshit about a D3D wrapper in Q3A too?

There is no Direct3D wrapper in Quake III Arena

Not in any of the releases, and not in the source

If there were, then Matrox, ATI and PowerVR wouldn't have many problems with it, and that one FreeRadical dev wouldn't have tried writing the engine from scratch that uses Direct3D!

p.s. not a simple renderer at all if it pretty much flushed the poop in the video card industry.
p.p.s. Stiletto, go split this shit.

Last edited by leileilol on 2013-08-21, 19:38. Edited 1 time in total.

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Reply 12 of 32, by Geri

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nothing forces carmack to give out informations about anything, or give out all of his sources about anything. this is capitalism.

TitaniumGL the OpenGL to D3D wrapper:
http://users.atw.hu/titaniumgl/index.html

Reply 13 of 32, by Geri

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leileilol wrote:

p.s. not a simple renderer at all if it pretty much flushed the poop in the video card industry.

ofc it is. its just a pure vertex array renderer, with most simple texture modes and alpha formats. and also its full of bugs, its a wonder that it does not crashed on most of configs back then. the game itself, of course, its a different story. but the graphics engine is still a very amatheur work.

TitaniumGL the OpenGL to D3D wrapper:
http://users.atw.hu/titaniumgl/index.html

Reply 14 of 32, by Stiletto

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leileilol wrote:

p.p.s. Stiletto, go split this shit.

Splittered.

PS. Keep it civil, folks! 😁

"I see a little silhouette-o of a man, Scaramouche, Scaramouche, will you
do the Fandango!" - Queen

Stiletto

Reply 15 of 32, by F2bnp

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Geri wrote:

but the graphics engine is still a very amatheur work.

lel

Don't feed the troll.

Reply 16 of 32, by Geri

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F2bnp wrote:
Geri wrote:

but the graphics engine is still a very amatheur work.

lel

Don't feed the troll.

i can explain the topic more, if you are curious.

TitaniumGL the OpenGL to D3D wrapper:
http://users.atw.hu/titaniumgl/index.html

Reply 17 of 32, by leileilol

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Explain like what? Bullshit how it's "amateur" because it doesn't use technology or extensions that didn't exist in 1999? How would you know how the engine works if you keep falsely claiming there's a wrapper in it?

Last edited by leileilol on 2013-08-21, 19:52. Edited 1 time in total.

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Reply 18 of 32, by Geri

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no, its amateur becouse it does not use technology that was required in 1999 to cover the market.

TitaniumGL the OpenGL to D3D wrapper:
http://users.atw.hu/titaniumgl/index.html

Reply 19 of 32, by Geri

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leileilol wrote:

How would you know how the engine works if you keep falsely claiming there's a wrapper in it?

i dont. i made a possible presumption.

TitaniumGL the OpenGL to D3D wrapper:
http://users.atw.hu/titaniumgl/index.html