Hi guys!
I’ve been working on an 3dengine for a while now and I want to check if it runs on other hardware than my own. It should work on Radeon/GeForce1/GeForce2/MX etc. On ealier cards than that it wont run and not on V5 either because of the lack of DOT3 bumpmapping.
Plz tell me whether it runs or not and what hardware you have (CPU & graphic card).
Also, I’d like to know what the fps is. Make sure you press Enter to get to the default position before reading the fps in upper left corner. I guess it’ll run a little faster on GeForce2 cards than on Radeons since HyperZ will be completely inactive (I use no Zbuffering at all).
Well, it’s an early prototype, so I haven’t done any test for the extensions. However, I’m pretty sure that all cards of the GeForce series aswell as the Radeon supports the extensions used. I’ve used GL_EXT_texture_env_combine, GL_ARB_multitexture, GL_EXT_texture_env_dot3 and GL_EXT_texture_compression_s3tc.
Anyway, I’ve gotten words from other guys from another forum that it does work on GF, but sursprisingly also on TNT and V5. But I suspect the results aren’t the intended.
Anyway, feedback are welcome.
It looks strange when I run into any walls. The wall I am touching seems to move out with me. The space between it and the rest of the walls is filled with the edge colors of the adjoining walls. Is that normal?
Originally posted by j:
[b]80 - 90 fps, sometimes jumps to 100+
PIII 733
GeForce 2 GTS 64MB
256MB RAM
It looks strange when I run into any walls. The wall I am touching seems to move out with me. The space between it and the rest of the walls is filled with the edge colors of the adjoining walls. Is that normal?
Other than that, the rooms looks pretty nice
j[/b]
If it were my graphics engine, I would definately query for the extensions string and disable dot3 bump mapping if the extension is not present. That would at least make things look closer to what is normal. I don’t think bumpmapping should ever be a requisite feature. It should always only be an option.
Originally posted by DFrey: I think those “errors” are just the hall of mirrors effect sice it appears your app does not clear the color buffer inbetween frames.