CVS update (OpenGL support!)

The base OpenGL support is complete for all platforms!
http://www.devolution.com/~slouken/SDL/cvs.html

The Win32 and Linux GL codebases have complete functionality.
The BeOS GL code is only missing the SDL_GL_GetAttribute() function.
The MacOS GL code has not been tested.

I do not know how to get hardware acceleration on my Matrox Millenium II
for any platform. I would be interested in hardware acceleration success
stories on Win32, BeOS, and MacOS.

Hardware acceleration is required for any game that uses textures.

Please let me know how the SDL 1.1 CVS snapshot works for you!
Again, this code is unstable and is for testing only. Please do not
redistribute any SDL CVS snapshots, as they may contain incomplete code.

Thanks!
-Sam Lantinga (slouken at devolution.com)

Lead Programmer, Loki Entertainment Software–
“Any sufficiently advanced bug is indistinguishable from a feature”
– Rich Kulawiec

Sam Lantinga wrote:

I do not know how to get hardware acceleration on my Matrox Millenium II
for any platform. I would be interested in hardware acceleration success
stories on Win32, BeOS, and MacOS.

I’ve tried your code and it works fine with my TNT card under Windows.
If you want to know if you’re getting some sort of HW acceleration just
check the return of glGetString(), this will tell what driver you’re
using or you can check the PIXELFORMATDESCRIPTOR under Windows.

This is from one of my projects:

if ((pfd.dwFlags & (PFD_GENERIC_ACCELERATED|PFD_GENERIC_FORMAT)) == 0)
info += “(Installable Client Driver)\r\n”;
else if ((pfd.dwFlags & (PFD_GENERIC_ACCELERATED|PFD_GENERIC_FORMAT)) ==
(PFD_GENERIC_ACCELERATED|PFD_GENERIC_FORMAT))
info += “(Mini-Client Driver)\r\n”;
else if ((pfd.dwFlags & (PFD_GENERIC_ACCELERATED|PFD_GENERIC_FORMAT)) ==
PFD_GENERIC_FORMAT)
info += “(Generic Software Driver)\r\n”;
else if ((pfd.dwFlags & (PFD_GENERIC_ACCELERATED|PFD_GENERIC_FORMAT)) ==
PFD_GENERIC_ACCELERATED)
info += “(Unknown Driver Type)\r\n”;

Hardware acceleration is required for any game that uses textures.

HW acceleration is a relative concept, you should check the speed of
each feature you want to use to see if they are fast enough (there’s a
library to do that). I remember some old cards that were slower than
software rendering. :slight_smile:

Leonardo

Sam Lantinga wrote:

I do not know how to get hardware acceleration on my Matrox Millenium II
for any platform. I would be interested in hardware acceleration success
stories on Win32, BeOS, and MacOS.

Hmm, I don’t think the Matrox Millenium II has any 3D or OpenGL hardware
support… You’d have to go to at least the G200 for this. Or plop a
Voodoo2 in there, of course!–
Pierre Phaneuf
Ludus Design, http://ludusdesign.com/

Newsgroups: loki.open-source.sdl

Sam Lantinga wrote:

I do not know how to get hardware acceleration on my Matrox Millenium II
for any platform. I would be interested in hardware acceleration success
stories on Win32, BeOS, and MacOS.

Hmm, I don’t think the Matrox Millenium II has any 3D or OpenGL hardware
support… You’d have to go to at least the G200 for this. Or plop a
Voodoo2 in there, of course!

BZZT. For Linux, you want to use Utah-GLX, the “modified” version of GLX
which is filled with whacking great quantities of hardware support. I think
it supports the Matrox Millenium, and John Carmack of Quake fame is just
"finishing up" the ATI Rage Pro driver. If I ever get a decent 3D card, I’ll
try to hack a driver for it too, since it’s definitely a VERY worthy
project. Try http://utah-glx.sourceforge.net.


Pierre Phaneuf
Ludus Design, http://ludusdesign.com/

Nicholas

Nicholas Vining “While you’re out there struggling
vining at pacificcoast.net with your computer, I’m naked,
icq: 20872003 clueless, and feeling good!”
- Ratbert

----- Original Message -----
From: pp@ludusdesign.com (Pierre Phaneuf)
To: sdl at lokigames.com
Date: Thursday, January 27, 2000 9:48 AM
Subject: [SDL] Re: CVS update (OpenGL support!)

hi Sam. i was able to compile the .lib’s and .dll on w95 w/vc6 and the dx6
sdk without any trouble. the testgl app took some doing to get running tho.
bit of a snafu with #define’s going on somewhere. to make it run (instead of
giving me the “No OpenGL support on this system\n” message), i had to
manually link opengl32.lib to my testgl project and comment out the #ifdef
HAVE_OPENGL and related statements in testgl.c. i dont know why this is
necessary, but i don’t think its the correct intended behavior. shouldn’t
HAVE_OPENGL been defined somewhere and the opengl32.lib been linked to the
SDL lib? i may have something a little confused somewhere, as i’m tired and
its easy to screw stuff up playing ‘hunt for the checkbox’ in vc6. anyway,
many thanks for getting GL support running so soon, its much appreciated.

-Lucas

Nicholas Vining writes:

BZZT. For Linux, you want to use Utah-GLX,
project. Try http://utah-glx.sourceforge.net.

We track GL drivers at
http://www.lokigames.com/support/gldrivers/

It’s on the conserative side, so CVS and roll-your-own
for the adventurous is always an option, but it lists
the baseline we are testing our games against.

G400 works quite nicely, although I have to update the CVS
snapshot on our pages (the current one is from Q3A testing,
and we have moved on to 000121 which is more robust).
We have the RagePro limping along, but have yet to get
AGP support to work. I’ll add an ATI section after some
more testing.

                                        b.

Nicholas Vining writes:

BZZT. For Linux, you want to use Utah-GLX,
project. Try http://utah-glx.sourceforge.net.

We track GL drivers at
http://www.lokigames.com/support/gldrivers/

It’s on the conserative side, so CVS and roll-your-own
for the adventurous is always an option, but it lists
the baseline we are testing our games against.

Bah… roll-your-own! Always! (A) it’s more fun (B) you get to put up with
my unstable and generally bizarre GL code. I recently got a complaint from
somebody who said that he hated the fact that he had to download CVS
versions of 5 libraries to run one of the clients I’m building for Kosmos
(GL, SDLImage, SDLMixer, SDL, and one other one, I forget what) Wimps. :slight_smile:

G400 works quite nicely, although I have to update the CVS
snapshot on our pages (the current one is from Q3A testing,
and we have moved on to 000121 which is more robust).
We have the RagePro limping along, but have yet to get
AGP support to work. I’ll add an ATI section after some
more testing.

You forgot Voodoos. Rage Pro should be done shortly, and after that… well,
we’ll see. I still think we should get GeForce drivers, take 'em to some far
off island where there are no reverse-engineering laws, and dissect them to
find out what makes 'em tick. :slight_smile:

                                       b.

Nicholas (with a Voodoo Graphics)

Nicholas Vining “While you’re out there struggling
vining at pacificcoast.net with your computer, I’m naked,
icq: 20872003 clueless, and feeling good!”
- Ratbert

----- Original Message -----
From: bk@lokigames.com (Bernd Kreimeier)
To: sdl at lokigames.com
Date: Saturday, January 29, 2000 4:18 PM
Subject: Re: [SDL] Re: CVS update (OpenGL support!)

Nicholas Vining wrote:

we’ll see. I still think we should get GeForce drivers, take 'em to some far
off island where there are no reverse-engineering laws, and dissect them to
find out what makes 'em tick. :slight_smile:

sorry for being off topic, but I thought that this kind of reverse-
engineering is legal?–
Daniel Vogel My opinions may have changed,
666 @ http://grafzahl.de but not the fact that I am right

Nicholas Vining wrote:

we’ll see. I still think we should get GeForce drivers, take 'em to some
far

off island where there are no reverse-engineering laws, and dissect them
to

find out what makes 'em tick. :slight_smile:

sorry for being off topic, but I thought that this kind of reverse-
engineering is legal?

Butchering the Windows drivers for the GeForce, reverse-engineering them,
and porting them over to Linux? I don’t think it’s legal, otherwise somebody
would have done it. Anybody wanna check, and if it is legal, send me a
GeForce and drivers? I’d be happy to whale away at it for a while… that,
or wait till I can afford one myself :stuck_out_tongue:


Daniel Vogel My opinions may have changed,
666 @ http://grafzahl.de but not the fact that I am right

Nicholas

Nicholas Vining “While you’re out there struggling
vining at pacificcoast.net with your computer, I’m naked,
icq: 20872003 clueless, and feeling good!”
- Ratbert

----- Original Message -----
From: 666@grafzahl.de (Daniel Vogel)
To: sdl at lokigames.com
Date: Saturday, January 29, 2000 7:13 PM
Subject: Re: [SDL] Re: CVS update (OpenGL support!)

Like europe?
:slight_smile:

Long live the confused,
Akawaka.–
Bother! said Pooh, as Christopher Robin vanished from the echo.

On Sat, 29 Jan 2000, Nicholas Vining wrote:

we’ll see. I still think we should get GeForce drivers, take 'em to some far
off island where there are no reverse-engineering laws, and dissect them to
find out what makes 'em tick. :slight_smile:

Newsgroups: loki.open-source.sdl

As far as i know it is perfectly legal to reverse engineer software. The
concepts
are not covered by any laws as long as you dont use any actual code you are
free
to reverse engineer it and use any information you obtain to write your own
code.
A lot of companies try and keep you from doing this by including in the
user
agreament a clause saying you can not reverse engineer it. I am not a
lwayer and
my only sources for information on this have been news from other cases and
posts
on the wine mailing list. This will vary from country to country but i
believe
this covers the US. If i am wrong about any of this please tell me.

Well, fine. In that case, somebody can send me a GeForce (or whatever card
you want support for), and I’ll hack up specs for it… maybe even a GLX
implementation. I’ve actually disassembled a driver before for my own use
for a rather obscure network card, and ported it to Linux (no, don’t ask
which network card, or if it’s useable; I wrote it with NO aim to making
useful software for anybody else) I’m game! (what’s more, you might even get
the card back when I’m done ;-))

Jess Haas

Nicholas

Nicholas Vining “While you’re out there struggling
vining at pacificcoast.net with your computer, I’m naked,
icq: 20872003 clueless, and feeling good!”
- Ratbert

----- Original Message -----
From: jessh@lbjhs.net (Jess)
To: sdl at lokigames.com
Date: Monday, January 31, 2000 5:33 PM
Subject: [SDL] Re: CVS update (OpenGL support!)

As far as i know it is perfectly legal to reverse engineer software. The concepts
are not covered by any laws as long as you dont use any actual code you are free
to reverse engineer it and use any information you obtain to write your own code.
A lot of companies try and keep you from doing this by including in the user
agreament a clause saying you can not reverse engineer it. I am not a lwayer and
my only sources for information on this have been news from other cases and posts
on the wine mailing list. This will vary from country to country but i believe
this covers the US. If i am wrong about any of this please tell me.

Jess Haas

Daniel Vogel wrote:> Nicholas Vining wrote:

we’ll see. I still think we should get GeForce drivers, take 'em to some far
off island where there are no reverse-engineering laws, and dissect them to
find out what makes 'em tick. :slight_smile:

sorry for being off topic, but I thought that this kind of reverse-
engineering is legal?


Daniel Vogel My opinions may have changed,
666 @ http://grafzahl.de but not the fact that I am right