[FitzQuake, Enhanced GLQuake, FuhQuake, ZQuake, Tomaz are the others.]
MH gave me and updated version of the wrapper lately from April and it is quite a bit faster.
I've been spending a bit of time lately sorting through things trying to isolate necessary and unnecessary changes in my own engine to optimize it and debug it.
Anyway, here is what is probably my final list of #ifdefs for the wrapper. I try to use detail that explains the exception ...
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#ifdef DX8QUAKE
# define DX8QUAKE_NO_DIALOGS // No "starting Quake type "dialogs for DX8QUAKE
# define DX8QUAKE_NO_8BIT // D3D8 wrapper didn't keep the 8bit support
# define DX8QUAKE_GET_GL_MAX_SIZE // D3D8 wrapper obtains the maxsize from the video card
# define DX8QUAKE_CANNOT_DETECT_FULLSCREEN_BY_MODESTATE // Detecting modestate == MS_FULLDIB isn't useful
# define DX8QUAKE_NO_BINDTEXFUNC // SGIS/ancient GL pathway removal
# define DX8QUAKE_NO_GL_ZTRICK // DX8QUAKE hates gl_ztrick; clear the buffers every time
# define DX8QUAKE_GL_READPIXELS_NO_RGBA // Wrapper only supports GL_RGBA; not GL_RGBA like envmap command uses
#endif
I have 2 or 3 bugs I'm battling not related to the Direct3D 8.1 wrapper but I am getting very high frames per second.
After ridding the 2 or 3 bugs that annoying me, the dx8 version of my engine is near enough in performance to GL as to be able to replace its usage and the reliability is top notch.
[Part of me is wondering what it'd be like to use the wrapper on a non-Quake engine that uses OpenGL 1.2 or thereabouts.]