I've converted the "Entropic Collapse" effect (by sschepis) to C with OpenGL on IRIX
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I've converted the "Entropic Collapse" effect (by sschepis) to C with OpenGL on IRIX
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A a1ba@suya.place shared this topic
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I've converted the "Entropic Collapse" effect (by sschepis) to C with OpenGL on IRIX
@flexion what's the level of opengl support on such machine? Version, extensions, limits? -
@flexion what's the level of opengl support on such machine? Version, extensions, limits?
@a1ba the maximum you can get on IRIX SGI machines is OpenGL 1.3 on the latest HW with some extensions. But no shaders.
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@a1ba the maximum you can get on IRIX SGI machines is OpenGL 1.3 on the latest HW with some extensions. But no shaders.
@flexion well, that's what I'm interested in.
Is there VBOs? DrawRangeElements? MSAA? Multitexturing maybe? NPOT textures? Anisotropy? Clamp to edge?
None of this requires programmable pipeline and can in fact interact with OpenGL 1.x. -
@flexion well, that's what I'm interested in.
Is there VBOs? DrawRangeElements? MSAA? Multitexturing maybe? NPOT textures? Anisotropy? Clamp to edge?
None of this requires programmable pipeline and can in fact interact with OpenGL 1.x.@flexion like if there is combiners you can make bumpmapping like in Doom3 -
@flexion well, that's what I'm interested in.
Is there VBOs? DrawRangeElements? MSAA? Multitexturing maybe? NPOT textures? Anisotropy? Clamp to edge?
None of this requires programmable pipeline and can in fact interact with OpenGL 1.x.@a1ba Have to pull a list of extensions next time.
AFAIK: No VBOs. glDrawRangeElements should be supported. Not sure about MSAA, but multi texturing can be done. No NPOT texture support. Anisotropy and clamp to edge should be there. -
@a1ba Have to pull a list of extensions next time.
AFAIK: No VBOs. glDrawRangeElements should be supported. Not sure about MSAA, but multi texturing can be done. No NPOT texture support. Anisotropy and clamp to edge should be there.@flexion no NPOT is honestly sad. Half-Life (and it's mods) use a lot of NPOT textures in it's levels and scaling them to POT just makes everything even more blurry than it already is. -
@flexion no NPOT is honestly sad. Half-Life (and it's mods) use a lot of NPOT textures in it's levels and scaling them to POT just makes everything even more blurry than it already is.@flexion thanks for reply though. Never seen an SGI in real life and honestly didn't know the level of OpenGL on them.
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@flexion thanks for reply though. Never seen an SGI in real life and honestly didn't know the level of OpenGL on them.
@a1ba maybe the latest Odyssey models support NPOT textures, I just remember on an Indigo2 it was not supported when I wrote the OutRun clone for IRIX. Quake I/II/III work nice on them.
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@a1ba maybe the latest Odyssey models support NPOT textures, I just remember on an Indigo2 it was not supported when I wrote the OutRun clone for IRIX. Quake I/II/III work nice on them.
@flexion Quake IIRC had all POT textures. Not sure about the Q3A though.