reckless wrote:an intel outperforming an ati preposterous! hehe no i heard something similar but i guess intel has made to much of a bad name for itself with there previous gfx chips so it stuck
Well the 945 is positively ancient; the next one they did (of which the 965 is an example) was utter rubbish.
But yeah; one of my test programs heavily stresses dynamic texture uploads and I can get over 300 FPS in that on the Intel compared to under 100 on the Radeon.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
strange dont remember anything adverse from my time with it but well its a long time ago so i might be wrong or just lucky
though thats the only intel gfx card i had so cant compare it.
i did hear some time back that opengl could do hardware tesselation but there where some doubts i guess i can put those doubts to rest now.
Me is going to play a bit with that extention
The GLU stuff is actually running in software (OpenGL itself doesn't actually guarantee that anything will run in hardware at all, but GLU is just a software library sitting on top of OpenGL). ATI had an extension for hardware tesselation some years ago, but as it was a vendor specific extension it was of very limited value outside of techdemos. True DX11-class tesselation needs DDX11-class hardware with the necessary shader stages running in hardware.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
Noticed though i read a bit up on opengl versions 3.1 and 4 should be capable of supporting it in hardware though i havent found a lot of documentation on the subject.
So the question would rather be which gfx cards support what.
Btw thanks for the tip about the nvidia driver i tried it with my new gfx card and though it was stable (enough) with the new one the older version runs better.
Im rewriting large parts of realms renderer atm using a port of your Q2 code (mostly the backend).
I have also updated your Q2 code so it runs with newer drivers etc. so if anyone want to use it as a base for an engine i can upload the fixed source.
Also looking at an option to do shadowmapping to finally get away with the dreadfull shadow code from quake.