Yes please hack. I'll add opengl as well. No big deal.Hacktarux said:No, because my plugin is using opengl. However, if you want to retrieve opengl extensions, the only function you need to know is : glGetString(GL_EXTENSIONS); + eventually if the WGL_ARB_extensions_string extension is supported you can look at the documentation of this extension how to retrieve windows specific extensions.
If you are interested i can give you a list of all extensions required and optionnally used by this plugin.
Doomulation said:Yes please hack. I'll add opengl as well. No big deal.![]()
Hacktarux said:I need the following extensions:
GL_ARB_multitexture (absolutely required) with at least 2 texture units to emulate a voodoo1 or banshee, 3 texture units to emulate voodoo2 or better, 4 texture units to emulate some rarely used combiners.
GL_EXT_texture_env_combine (absolutely required)
GL_ARB_texture_env_combine (optional, it's better than the previous extension, it supports more combiner modes)
GL_ARB_texture_mirrored_repeat (absolutely required in current implementation, i may make it optional later)
GL_EXT_blend_func_separate (optional)
GL_EXT_fog_coord (optional, it's required to emulate fog)
Currently, for hwfbe, i'm using a windows specific extension:
WGL_ARB_buffer_region
to check if this windows extension is there you need another extension:
WGL_ARB_extensions_string
Check the internet, there's a lot of examples that explain how this works.
I think that all those extensions are standard in nowadays drivers...
milen said:It's very interesting. Voodoo dosen't support GL_EXT_texture_env_combine, but it's used to emulate it's feauteres. Hacktarux, is there something in GL_EXT_texture_env_combine that can't be done with glide?
Right. I'll look that up. Thanks.Hacktarux said:I need the following extensions:
GL_ARB_multitexture (absolutely required) with at least 2 texture units to emulate a voodoo1 or banshee, 3 texture units to emulate voodoo2 or better, 4 texture units to emulate some rarely used combiners.
GL_EXT_texture_env_combine (absolutely required)
GL_ARB_texture_env_combine (optional, it's better than the previous extension, it supports more combiner modes)
GL_ARB_texture_mirrored_repeat (absolutely required in current implementation, i may make it optional later)
GL_EXT_blend_func_separate (optional)
GL_EXT_fog_coord (optional, it's required to emulate fog)
Currently, for hwfbe, i'm using a windows specific extension:
WGL_ARB_buffer_region
to check if this windows extension is there you need another extension:
WGL_ARB_extensions_string
Check the internet, there's a lot of examples that explain how this works.
I think that all those extensions are standard in nowadays drivers...
It works fine for me - ensure FB R/W is on in 1964 rom properties.rcgamer said:nope. on the positive side , pokemon puzzle league starts playing . but you cant see the backgroinds and falling peices. probably framebuffer problem.
Federelli said:Trotter, if you have HWFB on, games which use this feature will give and exception. Right?
At least that happens to me