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  3. I've converted the "Entropic Collapse" effect (by sschepis) to C with OpenGL on IRIX

I've converted the "Entropic Collapse" effect (by sschepis) to C with OpenGL on IRIX

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  • flexion@oldbytes.spaceF This user is from outside of this forum
    flexion@oldbytes.spaceF This user is from outside of this forum
    flexion@oldbytes.space
    wrote last edited by
    #1

    I've converted the "Entropic Collapse" effect (by sschepis) to C with OpenGL on IRIX

    a1ba@suya.placeA 1 Reply Last reply
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    • a1ba@suya.placeA a1ba@suya.place shared this topic
    • flexion@oldbytes.spaceF flexion@oldbytes.space

      I've converted the "Entropic Collapse" effect (by sschepis) to C with OpenGL on IRIX

      a1ba@suya.placeA This user is from outside of this forum
      a1ba@suya.placeA This user is from outside of this forum
      a1ba@suya.place
      wrote last edited by
      #2
      @flexion what's the level of opengl support on such machine? Version, extensions, limits?
      flexion@oldbytes.spaceF 1 Reply Last reply
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      • a1ba@suya.placeA a1ba@suya.place
        @flexion what's the level of opengl support on such machine? Version, extensions, limits?
        flexion@oldbytes.spaceF This user is from outside of this forum
        flexion@oldbytes.spaceF This user is from outside of this forum
        flexion@oldbytes.space
        wrote last edited by
        #3

        @a1ba the maximum you can get on IRIX SGI machines is OpenGL 1.3 on the latest HW with some extensions. But no shaders.

        a1ba@suya.placeA 1 Reply Last reply
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        • flexion@oldbytes.spaceF flexion@oldbytes.space

          @a1ba the maximum you can get on IRIX SGI machines is OpenGL 1.3 on the latest HW with some extensions. But no shaders.

          a1ba@suya.placeA This user is from outside of this forum
          a1ba@suya.placeA This user is from outside of this forum
          a1ba@suya.place
          wrote last edited by
          #4
          @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@suya.placeA flexion@oldbytes.spaceF 2 Replies Last reply
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          • a1ba@suya.placeA a1ba@suya.place
            @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@suya.placeA This user is from outside of this forum
            a1ba@suya.placeA This user is from outside of this forum
            a1ba@suya.place
            wrote last edited by
            #5
            @flexion like if there is combiners you can make bumpmapping like in Doom3
            1 Reply Last reply
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            • a1ba@suya.placeA a1ba@suya.place
              @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@oldbytes.spaceF This user is from outside of this forum
              flexion@oldbytes.spaceF This user is from outside of this forum
              flexion@oldbytes.space
              wrote last edited by
              #6

              @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@suya.placeA 1 Reply Last reply
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              • flexion@oldbytes.spaceF flexion@oldbytes.space

                @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@suya.placeA This user is from outside of this forum
                a1ba@suya.placeA This user is from outside of this forum
                a1ba@suya.place
                wrote last edited by a1ba@suya.place
                #7
                @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.
                a1ba@suya.placeA 1 Reply Last reply
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                • a1ba@suya.placeA a1ba@suya.place
                  @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.
                  a1ba@suya.placeA This user is from outside of this forum
                  a1ba@suya.placeA This user is from outside of this forum
                  a1ba@suya.place
                  wrote last edited by
                  #8
                  @flexion thanks for reply though. Never seen an SGI in real life and honestly didn't know the level of OpenGL on them.
                  flexion@oldbytes.spaceF 1 Reply Last reply
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                  • a1ba@suya.placeA a1ba@suya.place
                    @flexion thanks for reply though. Never seen an SGI in real life and honestly didn't know the level of OpenGL on them.
                    flexion@oldbytes.spaceF This user is from outside of this forum
                    flexion@oldbytes.spaceF This user is from outside of this forum
                    flexion@oldbytes.space
                    wrote last edited by
                    #9

                    @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.

                    a1ba@suya.placeA 1 Reply Last reply
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                    • flexion@oldbytes.spaceF flexion@oldbytes.space

                      @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.

                      a1ba@suya.placeA This user is from outside of this forum
                      a1ba@suya.placeA This user is from outside of this forum
                      a1ba@suya.place
                      wrote last edited by
                      #10
                      @flexion Quake IIRC had all POT textures. Not sure about the Q3A though.
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