I have compile QuakeIII engine with a Depth of field effect inside and everything is working great…but…
But i have a problem with the extension string who is different in my QuakeIII compilation and in original QuakeIII!!! ARB texture float are missing for example but in other program i can use it. And in QIII if I force using float texture, all is working great.
But why my OpenGL string is different? I don’t undertand…
Someone has an idea?
If I remember correctly, there was problem with fixed length of the buffer used to work with extension string in the Quake. To combat this problem, the nVidia drivers have special settings applied if quake3.exe is running. That setting limits length of the extension string returned to that application.
Originally posted by hseb: <little voice> I have really enjoy play this leak before a long time final game release</little voice>
I bought the game too, slightly disappointed to see that unlike the alpha, not all lights casted shadows, and self-shadowing was disabled on most monsters…
I’ve download QuakeIII. But my compiler can’t compile it. Something missing in my libraries.
What specifically so I can through to compile it.
My Computer had:
-VS .NET 2003
-OPENGL 1.2
-GLUT
-CG Toolkit