First post, by Schadenfreude
RadeonGlide is dead. Long live Zeckensack's Glide Wrapper. (As it now supports NVIDIA Geforce cards - and NVIDIA OpenGL extensions as well as ATI originally - hence, the name change.)
http://home.t-online.de/home/zsack/glide_wrapper/index.html
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- New in this release
Changes: version 0.69, posted May-26-2003 vs version 0.68, posted May-22-2002
This is mostly a bugfix release, as a couple of serious bugs have made it into the last release.- found and fixed a serious issue with the ATIX_texture_env_combine3 path:
the dummy texture creation happened too late, only texture env0 worked at all (no color combiners ...)- fixed an embarrasing bug (typo) in an updated 3DNow! vertex conversion macro (symptoms: Subculture without any textures ...)
- improved handling of mouse cursor visibility (will hopefully not show in Glide games anymore)
- improved polygon offset handling (fixes flickering car shadows in Test Drive 4)
- moved in the updated timer stuff from the archmark project (faster startup, much better consistency)
- updated configurator to expose the default_gamma setting
- added (and exposed) gamma_lock, lod_bias and lod_bias_lock settings
- documentation fixes (typos ...)
Changes: version 0.68, posted May-22-2003 vs version 0.59, posted Oct-02-2002
If you've been following this, you know that the last public release was way back. There are way too many changes to list them all. The following list has been trimmed down for brevity.- fixed a serious bug with extension loading after destruction/recreation of output window
- added recognition of GL_ATI_texture_env_combine3 extension (future driver releases may drop the ATIX version)
- fixed bug in alpha_intensity44 texture conversion (possible GPF/texture corruption)
- added fully functional NV_register_combiners code path (Geforce series support).
- completely changed vertex conversion wrt to perspective projection. faster, and eliminates all multi-pass depth artifacts. thank you for the tip, cass 😀
- fixed a long standing, stupid bug in fragment shader caching (R200 path). performance more than doubled (U1 Flyby minimum fps at low resolution)
- fixed broken ARGB1555=>RGBA8888 pixel converter (affected: Subculture)
- relocated all assembly code from inline to its own NASM module (better compiler portability)
- added SSE vertex conversion
- implemented a convex polygon 'tesselator' that transforms everything into triangle lists. this has several benefits:
- GeometryPipe::submit is much more lightweight (no more branches in critical path, everything goes through glDrawArrays)
- intermixed polygon/triangle rendering can be collapsed into a single triangle batch (Ultima IX seems to benefit)
- we don't need index storage and management anymore
- many, many more small bug fixes and efficiency improvements
- added 'configurator' companion app, and made a few things configurable. this also obsoletes the 'alternative' version. use the 'render to client window' option instead.
- changed to proper install system (NSIS script)
- switched to HTML for the documentation
I do believe OpenGlide has just been smoked. No offense or anything, Paul. 😁
Stiletto is trying to work with Zeckensack to have him open up his source. Personally, I would like OpenGlide and Zeckensack's to merge. I hope this can be arranged.
Don't forget, you should be able to get this to work with GliDOS without too much trouble.
I can't wait for the OpenGlide versus Zeckensack versus eVoodoo trials to begin. Anyone up for massive testing? Craig? Snover? Anyone? Bueller?