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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Wed Dec 10, 2008 8:34 pm Post subject: |

I took a slight [and still ongoing detour] to try to understand OpenGL respectably well. It was super aggravating at first, but it is starting to make a lot of sense. I'm actually enjoying it now. Not a project per se, but I'm pleasantly surprised at how much I'm liking it.

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mh Joined: 12 Jan 2008 Posts: 910 |

Posted: Thu Dec 11, 2008 7:03 am Post subject: |

Porting Quake to Direct 3D cos I'm sick of poor quality OpenGL drivers. So far so good! _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010 MHQuake Blog (General)
Direct3D 8 Quake Engines

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Lardarse Joined: 05 Nov 2005 Posts: 243 Location: Bristol, UK |

Posted: Thu Dec 11, 2008 7:58 am Post subject: |

There was actually a D3DQuake a while ago. Might still be able to find it...

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r00k Joined: 13 Nov 2004 Posts: 483 |

Posted: Thu Dec 11, 2008 8:06 am Post subject: |

I think Baker has a D3d ProQuake port...

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mh Joined: 12 Jan 2008 Posts: 910 |

Posted: Thu Dec 11, 2008 3:04 pm Post subject: |

Aye, but that one used a gl_fakegl for D3D equivalents of the OpenGL calls. This one is real Direct3D 9, written from scratch. _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010 MHQuake Blog (General) Direct3D 8 Quake Engines

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Spike Joined: 05 Nov 2004 Posts: 944 Location: UK |

Posted: Thu Dec 11, 2008 3:44 pm Post subject: |

let me know if you figure out the periodic half-second lag thing... _________________ What's a signature?

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Thu Dec 11, 2008 6:40 pm Post subject: |

mh wrote:
Aye, but that one used a gl_fakegl for D3D equivalents of the OpenGL calls. This one is real Direct3D 9, written from scratch.

Yeah that will be an interesting thing to see.
The old Direct3D Quake "port" is very crash prone and not really that good. Except to someone who otherwise can't use any GLQuake, with the Intel display adapter fix that number is very, very small.
A true native use of Direct3D in a Quake engine would be very nice.
Those ubiquitous Intel display adapters and I guess the issues with ATI cards have really hurt OpenGL (plus other things).
I [vastly] prefer platform independence [because I think this is the future eventually], but with the countless Intel display adapters in all their forms, OpenGL 1.2 is the defacto standard and will be for a very long time because of the sheer number of them -- which isn't very good compared to Direct3D 9.

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mh Joined: 12 Jan 2008 Posts: 910 |

Posted: Thu Dec 11, 2008 8:08 pm Post subject: |

It's portability versus compatibility really, isn't it? Direct 3D will run far more flawlessly than OpenGL on a higher percentage of current hardware, unless you resort to various ugly hacks (witness Doom 3's multiple render paths), which kind of takes away from the fact that OpenGL is supposed to be easier to use. You get your basic code up and running fairly quickly, but once you start pushing the envelope you end up having to put in an equal amount of work to get there. The really nice thing about Direct 3D (especially 9, I don't know 10, and what I've seen of earlier versions makes me wince) is that it really "just works". Once you get over the whole Vertex Buffer and Lock/Unlock thing, it's actually a very nice API to code for, if a little on the verbose side at times.
Anyway, I think I have an almost complete port now; just a few days of tidying up and restructuring to do, and I'll release it.
Oh, and Let there be Lightmaps!.
_________________
DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Thu Dec 11, 2008 8:35 pm Post subject: |

mh wrote:
Direct 3D will run far more flawlessly than OpenGL on a higher percentage of current hardware

Yeah, the plan of trusting the hardware manufacturer's to implement specifications properly does not have seemed to have fared so well.
/If only the OpenGL drivers were open source, I bet they could have been corrected.

Quote:
Anyway, I think I have an almost complete port now; just a few days of tidying up and restructuring to do, and I'll release it.

That is going to be to fun try to out.
---
Kind of a side topic, as I've explored OpenGL more and more, I have an interesting idea that could go very well with a FitzQuake-like texture manager:
The ability to experiment with changing textures within the game in real time.
In Windows, I'd really like to have more clipboard interactivity in Quake. Not simple stuff like copy console to clipboard but sophisticated abilities like begin able to test out a map and have a paint program open and replacing textures via copy/paste and maybe other game data.

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Electro Joined: 29 Dec 2004 Posts: 241 Location: Brisbane, Australia |

Posted: Thu Dec 11, 2008 11:06 pm Post subject: |

Nice work mh! Definitely worthy of its own thread _________________ Unit reporting! http://www.bendarling.net/

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Urre Joined: 05 Nov 2004 Posts: 1073 Location: Sweden |

Posted: Fri Dec 12, 2008 4:47 pm Post subject: |

Wicked awesome mh, loving the 64bit lightmaps, too! _________________ Look out for Twigboy

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Chris Joined: 05 Aug 2006 Posts: 78 |

Posted: Fri Dec 12, 2008 4:55 pm Post subject: |

http://mrgamedev.com/files/port/dpmgui001.zip GUI front end I quickly put together to make dealing with dpmodel.exe a bit easier.

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jim Joined: 05 Aug 2005 Posts: 400 Location: In The Sun |

Posted: Fri Dec 12, 2008 9:39 pm Post subject: |

Ooh, excellent. I've been wanting to have one, but then I just lacked the coding skills to do a GUI. Going to test it soon. edit: Tested! it's good. No need to write batch files or use command prompt anymore _________________ zbang!

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Chris Joined: 05 Aug 2006 Posts: 78 |

Posted: Sun Dec 14, 2008 11:32 am Post subject: |

http://www.youtube.com/watch?v=tIihfMM4ll4

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GiffE Joined: 08 Oct 2006 Posts: 141 Location: USA, CT |

Posted: Sun Dec 14, 2008 1:05 pm Post subject: |

That's beautiful, Chris _________________ http://www.giffe-bin.net/

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