so just rendering trianglestrips, textured or not, will do.
but 3dfx has released full ICD's (minigl *is not an ICD) for their
cards. perhaps you should take a look at these.
There was some debate in quake newsgroups over the term ICD with referenceQuote:> so just rendering trianglestrips, textured or not, will do.
> but 3dfx has released full ICD's (minigl *is not an ICD) for their
> cards. perhaps you should take a look at these.
(This can be an issue if you have a primary display card capable of decent
GL performance but also wish to use your voodoo SLI rig for something like
q2. yuou would have to manually (or with a utility) alter which driver was
counted as the full ICD each time).
hence the 'ICD' for voodoo's became somewhere in between an MCD and ICD.
This could of course be just syntactic hair splitting but was the rough
conclusion at the end.
someone had a web site with all the calls that are implemented I think it
was Ryan H....
Just found the link
the minigl is not a icd
3dfx has a "full opengl" driver which is in the latest reference drivers
but it is not suitable for using for opengl apps other than games
see this link http://members.home.com/borealis/opengl_usingq3.html
also if you do want to use full set of opengl calls try using mesa.
Quote:> I was wondering exactly how certain MiniGL drivers implemented OpenGL
> instructions on 3DFX graphics boards. Does anybody have any details? I
> have a Creative Labs Voodoo Banshee and would like to accelerate my
> OpenGL projects.
I'd like to let my users select from a drop-down menu of opengl
implementations: they could use the MS opengl32.dll if they have no card
on their system, or they could use whatever opengl has been installed, or
they could use a 3dfxgl.dll in the directory of the application, or they
could use the 3dnow! optimised 3dfxgl.dll.
If I'm using ms opengl32.dll, then to run a full-screen app I have to
create a window that is the size of the entire screen before creating a GL
context. But if I'm using 3dfxgl, then to run a full-screen app I have to
create a window that is 512x384 (or whatever) and clip the mouse so it can
only move inside this window.
Thus, depending on which opengl implementation the user has chosen, I must
have slightly different stuff in my own code.
Do opengl icds and minigls for other cards have the same behaviour as
3dfxgl? or as ms opengl32? or do they have different behavious? How should
I detect which paradigm to use depending on the user's selection of icd?
Thanks in advance for any help,
6. Filled lines
7. ATIs ICDs