News | Forum | People | FAQ | Links | Search | Register | Log in
Direct3D 8 Porting Project
Baker and mh have been working on Direct3D 8 ports of popular Quake engines. The benefit of this is that people whose video cards have poor-quality OpenGL drivers can take advantage of better Direct3D drivers (many ATI and intel cards are in this boat, apparently.)

Engines ported so far:
* AguirRe's enhanced GLQuake
* Fitzquake
* FuhQuake
* JoeQuake
* TomazQuake
* ZQuake

More info and downloads: http://quakeone.com/mh/
First | Previous | Next | Last
Huge 
I guess they're not using direct-sound / direct-input. Is there any issues about (not) using them apart from the extra coding. 
No Issues 
More or less, this is an extra level of insulation against bad drivers.

OpenGL driver bad or not installed? Windows 7 OpenGL performance is terrible? Bug X, Y, Z in the driver? No long a killer or source of aggravation.

MH's wrapper version 1 took about 6 hours for me to add to another engine.

The final one requires maybe a good 10 minutes (sounds so hard to believe, yet true), the wrapper is written that well.

Really although I think what MH did is an incredible think for Quake, I think the implications of this really go a bit beyond Quake or at least could.

I am thinking that many non-Quake games that used the OpenGL 1.1 or OpenGL 1.2 API set could be nearly insta-converted to DirectX API (Direct3D).

I mean Quake uses a large set of OpenGL 2D functions and 3D functions. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2026 John Fitzgibbons. All posts are copyright their respective authors.