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4.4.0 Shots for Opengl 1.2/1.3/1.4

Rice

Emulator Developer
If you happen to have a better video card, opengl will be usually better than DirectX for you because texture combiner supports multiple texture in each stages, while DirectX supports only 1 texture in each stage, and N64 uses complicate 2 texture combiners in the best games.

AFAIK, Nvidia and ATI Radeon video cards support opengl the best.
 
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General

New member
Geforce 2 mx/400

Umm.. I know that my geforce 2 mx 400 should support open gl but I dunno why when I choose those settings with the open gl it runs really slow. Like its having trouble processing.. I ran one of the games and it took forever to just load the n64 logo. Do you know whats causing this problem?

Thanks
 

Orkin

d1R3c764 & g1|\|64 m4|<3R
Rice said:
If you happen to have a better video card, opengl will be usually better than DirectX for you because texture combiner supports multiple texture in each stages, while DirectX supports only 1 texture in each stage, and N64 uses complicate 2 texture combiners in the best games.

If I'm not mistaken (which I very well may be), texture cross-barring wasn't officially added until OpenGL 1.4, with the ARB_texture_env_crossbar extension. It's strange though, how nVidia cards support cross-barring even though they don't report ARB_texture_env_crossbar as a supported extension...

Anyway, your combiner's looking great! I need to work on my OpenGL 1.4 combiner, especially it's ATI incompatibility problems. Recently I've been working on another special feature though...
 
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Rice

Rice

Emulator Developer
Okrin

For opengl 1.2/1.3/1.4, I am using texture_env_combine and ATI_texture_env_combine3. ARB_texture_env_crossbar works for my Geforce2 with Nvidia opengl 1.3 driver, I can use TEXTURE0_ARB and TEXTURE1_ARB instead of GL_TEXTURE. I don't know if it works for ATI video cards or not, I bet it works.

In fact, the ARB_Texture_env_combine spec states:

If the value of TEXTURE_ENV_MODE is COMBINE_ARB, the texture
function associated with a given texture unit is computed using
the values specified by SOURCE<n>_RGB_ARB, SOURCE<n>_ALPHA_ARB, OPERAND<n>_RGB_ARB and OPERAND<n>_ALPHA_ARB. If TEXTURE<n>_ARB is specified as SOURCE<n>_RGB_ARB or SOURCE<n>_ALPHA_ARB, the texture
value from texture unit <n> will be used in computing the texture
function for this texture unit.


For TNT, I am using texture_env_combine4_NV.


Rice
 
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