Does it run with the voodoo2/Banshee’s mini-GL driver?
(I dunno why im askin’ this, I could just walk in the next room and try it :P)
Does it run with the voodoo2/Banshee’s mini-GL driver?
(I dunno why im askin’ this, I could just walk in the next room and try it :P)
Should do… the window init code is based on Q2 init code.
Cas
Solid 50fps, no problems apart from WebStart. I ahd to cut and paste the URL into webstart. Just clicking on the url in IE6 results in an invalid argument error. The underlying exception is that it couldn’t open a file!
Anyone know what is going on? I very much like WebStart in principle, but the implementation seems problematic.
Later … installing 1.5.0 beta takes away the ability to paste the URL into WebStart, but doesn’t fix the problem with loading the jnlp file via IE. Grrr. Oh, and 1.5 gave me my first bluescreen crash in ages … fixed by updating my ATI drivers.
[quote][…]
Early GL is fine. AF runs entirely on 1.1 and has even been seen running on a Voodoo 3 and a G200.[…]
[/quote]
It even worked on a Banshee
And that’s something like a Voodoo 2.5, therefore it would even work on a Voodoo2 (afaik). There weren’t many differences between those chipsets. V2 had two texturing units… and the Banshee had only one but had a higher clock (and an integrated 2d unit).
OK, works now. And I don’t get any “greying”. But…this is a good LCD (Dell can be pretty crummy at support and drivers etc, and some of the components are crud, but they source exceptionally good LCD’s for their laptops). This series may even have “better” screens precisely because they put Geforce’s into them…?
I get: 49, 52, and 53 FPS
Geforce2Go - 1Ghz P3-M, linux 1.4.2
Hey Kev,
If I may interject here, there’s a better way of handling this type of game. Frames per second renderers are primarly for “twitch” type of game. For games that may only have an event occur when the user gives input, or the AI updates a location every 1/10 of a second, you’re better off using passive rendering. Only call for a render while the user is moving, or the AI updates. You’ll still need a timed loop to handle things like AI and player movement (the repeat buffer is very jerky), but shearing should become almost impossible to notice.
BTW, if you’re getting greying, make sure you tell the Frame to ignore repaint requests.