I'd recommend the prerelease 2.0 version, as I ran into some WONTFIX bugs in SFML 1 a few years ago that are fixed for 2.ĭoing 2D well, like doing 3D well, requires understanding how modern hardware works and batching together objects with the same render state and layer. It also allows shaders and such in its 2D API, unlike SDL. SFML HAS A hardware accelerated graphics module, and in my non-objective opinion is a far better, more modern, easier to use API than SDL anyway. If you understand the hadware, making a fast 2d renderer is not terribly hard or time consuming. I believe the prerelease SDL 2.0 code has hardware accelerated 2D.īuilding your own over OpenGL or Direct3D is another option, easier than you might think, and is what most native-codec"real" 2D games do these days. I've been told that projects like sdl_gfx seek to offer an accelerated but simple 2D drawing API, though the docs indicate otherwise (it looks likw SDL extensiona). SDL's drawing primitives do not match modern hardware well. Integer parameter out of range for operationĮrror would be the reason for LWJGL to think that my video driver doesn't support OpenGL, but that's just a guess. Maybe that's just because i'm running linux and he isn't, i don't know. When comparing the stack trace to this guy, the cause is aparently notĬaused by: : X Error - disp: 0x7f12cc000c50 serial: 194 error: BadValue (integer parameter out of range for operation) request_code: 154 minor_code: 24 Here's the stack traceĮxception in thread "LWJGL Application" .GdxRuntimeException: OpenGL is not supported by the video driver.Īt .(LwjglGraphics.java:229)Īt .(LwjglGraphics.java:174)Īt .(LwjglApplication.java:138)Īt .lwjgl.LwjglApplication$1.run(LwjglApplication.java:120)Ĭaused by: : X Error - disp: 0x7f0f4c000c50 serial: 194 error: BadValue (integer parameter out of range for operation) request_code: 154 minor_code: 24Īt .globalErrorHandler(LinuxDisplay.java:320)Īt .nCreate(Native Method)Īt .create(LinuxContextImplementation.java:51)Īt .(ContextGL.java:132)Īt .create(Display.java:850)Īt .create(Display.java:757)Īt .(LwjglGraphics.java:220) tProperty(".allowSoftwareOpenGL", "true") īut believe it or not, it doesn't work. I also tried what others on older posts have recommended, like here and here (which shouldn't be neccessary anymore since that commit, but worth trying) When you disconnect from the Windows box the OpenGL driver is not reloaded. When you connect to a Windows box the OpenGL Driver is unloaded and you end up with software emulation of OpenGL. What happens to the OpenGL driver when I Disconnect from Windows?.hoard ALL the lapis! Yeah man, forget it. If you don't have OpenGL, you can't play. OpenGL is the render engine (?) that Minecraft uses. Since the local X11 server renders everything with hardware acceleration, I get hardware accelerated OpenGL over VNC, even with all the cool desktop effects. Is it possible to get hardware accelerated OpenGL over VNC?.There's also hardware that doesn't support certain render states in hardware, so if you set a certain state, switch to software rendering, and again, nothing will run on the GPU (even though there's one there). Still crashes without the cad precision (LE version) on the s3 but not on the trident.2 There are software rendered implementations of OpenGL, so it's possible that noOpenGL functions run on the GPU. ![]() I've tried the promising 0.9.22 but it's the same, only works with gldirect. Seems like it's trying to use the microsoft software renderer and it won't run with the s3 driver even when allowing software. They are a bit hacky tough since some adjustments were required.Įdit: i was wrong and in compatibility mode GZDoom is actually running in 16 bit mode. There were more artifacts in the classic version with the trident driver than with the wrapper.īTW i've added a couple of new low detail modes (3x2 and 4x4 not in release yet). With the trident blade xp it worked better than before with other GZDoom versions, also some graphic problems. ![]() You'll want to disable CAD precision, i got a crash on exit (one of those in the 16 bit subsystem with a win 3.x type dialog) and then windows died. So it will almost surely work with the i815 as well. However i've tried again GLDirect 5.0.2 (from vogonsdrivers) and it works. GL Quake (Fitzquake) worked but not GZDoom. ![]() It's the same only 16 bit GL 1.1 support. I've recently purchased for 10€ a laptop (hp omnibook xe3) with a s3 savage ix with 4 mb (based on savage 3d). ![]() I think requiring 32 bit GL 1.1 is pretty much the same as requiring GL 1.2. I can confirm that GZDoom requires a 32 bit OpenGL framebuffer, may be 0.9 versions worked in 16 bit modes but i doubt it.
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