Search found 132 matches

by szo
Mon Apr 09, 2012 10:04 am
Forum: OpenGL Programming
Topic: ARB_texture_non_power_of_two and Mac
Replies: 14
Views: 12157

Re: ARB_texture_non_power_of_two and Mac

I finally went ahead and and implemented a cvar solution for this, default being disabled. Here:
http://uhexen2.svn.sourceforge.net/view ... ision=4611
by szo
Sat Apr 07, 2012 10:48 pm
Forum: OpenGL Programming
Topic: ARB_texture_non_power_of_two and Mac
Replies: 14
Views: 12157

Re: ARB_texture_non_power_of_two and Mac

But the source is in a .dmg which is a disk image and I'm not sure how you can open that without using a Mac. 7z (from the p7zip project) extracts it on my linux: "7z x *.dmg" reveals an *.hfs file, and then "7z x *.hfs" extracts the real thing. But the code looks like this: GL_...
by szo
Sat Apr 07, 2012 10:19 pm
Forum: OpenGL Programming
Topic: ARB_texture_non_power_of_two and Mac
Replies: 14
Views: 12157

Re: ARB_texture_non_power_of_two and Mac

However a test on a G4 Mac with an ATI Radeon 7550 I just want to point out that a G4 Mac is at best 2004 era and old PowerPC chip. Not that this observation is material to the problem at hand, but my Macbook Pro with a Radeon of does non-power of two just fine. And I'm rather confident that this a...
by szo
Sat Apr 07, 2012 4:06 pm
Forum: OpenGL Programming
Topic: ARB_texture_non_power_of_two and Mac
Replies: 14
Views: 12157

Re: ARB_texture_non_power_of_two and Mac

try checking for GL_APPLE_texture_2D_limited_npot? as far as I'm aware, its a gles-only extension, but you might get lucky. MH said that the Nvidia also lies about it with GeForce FX on windows, so this doesn't seem like a Mac-only limitation. (Or, are you saying that NV really advertises GL_APPLE_...
by szo
Sat Apr 07, 2012 11:19 am
Forum: OpenGL Programming
Topic: ARB_texture_non_power_of_two and Mac
Replies: 14
Views: 12157

Re: ARB_texture_non_power_of_two and Mac

I've seen the same problem happen on some older GeForces as well so I don't think that just blacklisting Radeons is going to give you a comprehensive fix. Is this only with Mac, or did you experience it on windows or linux two? If the latter, then there is no guarantee at all that GL_ARB_texture_no...
by szo
Sat Apr 07, 2012 5:44 am
Forum: OpenGL Programming
Topic: ARB_texture_non_power_of_two and Mac
Replies: 14
Views: 12157

Re: ARB_texture_non_power_of_two and Mac

You could fall back on GL_ARB_texture_rectangle for the 2D stuff; the restrictions it imposes are fine in that case and it's more likely to be properly hardware accelerated in cases where full unconditional non-power-of-two support is unavailable GL_ARB_texture_rectangle will require rewriting 2D d...
by szo
Fri Apr 06, 2012 7:02 pm
Forum: OpenGL Programming
Topic: ARB_texture_non_power_of_two and Mac
Replies: 14
Views: 12157

ARB_texture_non_power_of_two and Mac

Recently I added support for NPOT textures to my uhexen2 engine by checking the existence of GL_ARB_texture_non_power_of_two in the extensions string as advertised by the driver, which seems to work fine on linux and windows in my limited testing. However a test on a G4 Mac with an ATI Radeon 7550 s...
by szo
Wed Mar 14, 2012 8:20 am
Forum: General Discussion
Topic: QuakeSpasm 0.85.7
Replies: 9
Views: 3475

Re: QuakeSpasm 0.85.7

andrewj wrote:Is QuakeSpasm in Debian now? :shock:
Yes. (and why is that so shocking???)
by szo
Wed Mar 14, 2012 6:55 am
Forum: General Discussion
Topic: QuakeSpasm 0.85.7
Replies: 9
Views: 3475

QuakeSpasm 0.85.7

Version 0.85.6 of QuakeSpasm is released: Downloads Project page ChangeLog: * Added support for cross-level demo playback * gl_texturemode is reimplemented as a cvar with a callback and the setting is automatically saved to the config * Fixed execution of external files without a newline at the end ...
by szo
Sat Mar 03, 2012 7:52 pm
Forum: Engine Programming
Topic: WinQuake without SciTech MGL (now with added DirectDraw)
Replies: 47
Views: 19059

Re: WinQuake without SciTech MGL (now with added DirectDraw)

Have been using the dib sections code in my hexen2 project, uhexen2: first tested as is with the bottom-up dib setup, it worked, by magical means, in 32 bits only, whereas in 64 bits it failed miserably. Tried to understand the reason, got bored, and switched to using a top-down setup by feeding -DI...
by szo
Fri Jan 27, 2012 12:36 pm
Forum: Engine Programming
Topic: R_LightPoint Interpolation Code - Broken?
Replies: 13
Views: 2448

Re: R_LightPoint Interpolation Code - Broken?

What is the proposed solution? (I am not much familiar with those parts of the engine.)
by szo
Mon Jan 09, 2012 8:32 am
Forum: Engine Programming
Topic: Fix: Playing Demos With Multiple Maps
Replies: 11
Views: 4490

Re: Fix: Playing Demos With Multiple Maps

szo wrote:There has been an another solution which I had found in an old hexen2 source modification by Pa3PyX
... which I just added to quakespasm: http://quakespasm.svn.sourceforge.net/v ... vision=604
by szo
Mon Jan 09, 2012 7:54 am
Forum: Engine Programming
Topic: Fix: Playing Demos With Multiple Maps
Replies: 11
Views: 4490

Re: Fix: Playing Demos With Multiple Maps

There has been an another solution which I had found in an old hexen2 source modification by Pa3PyX: At top of cl_demo.c, add a new global: int stufftext_frame; In your CL_GetDemoMessage(), add this (marked yellow here) : // decide if it is time to grab the next message if (cls.signon == SIGNONS) //...
by szo
Sun Jan 08, 2012 4:23 pm
Forum: Engine Programming
Topic: the "-control" command line switch
Replies: 0
Views: 1956

the "-control" command line switch

Hi:

Has the "-control" command line switch of dos-quake ever been documented
and/or successfully used by anybody? Looking at in_dos.c, the switch must have
a controller address as the argument which is weird.
by szo
Sun Jan 01, 2012 10:25 am
Forum: General Discussion
Topic: QuakeSpasm 0.85.6
Replies: 0
Views: 1848

QuakeSpasm 0.85.6

Version 0.85.6 of QuakeSpasm is released:
Changelog
Downloads
Project page

Happy new year to all.