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View Full Version : Chris' Opengl renderer release 2.9


zeep
23rd Apr 2005, 11:27 AM
Just a heads up. Chris opengl renderer got updated a few days ago. Version 2.9 can be found here (http://cwdohnal.home.mindspring.com/utglr/).

*Update 10-5. Chris is now also working on a D3d driver. Check his site.

Version 2.9 is released. It has a new option called BufferTileQuads, which should speed up text rendering. It was easy to add and seems to work well in various cases. It's disabled by default because it's new, but it should be fairly safe to enable. UseSSE was changed to a True/False option and it now supports dynamic updates.

A few other changes are also present:
- Improved alignment on main buffering arrays.
- Minor optimizations in multipass detail texture code.
- Removed a few instructions from 3 vertex gouraud polygon SSE fastpath.
- Minor optimizations in buffer additional clipped vertices function.
- Fixed bug in buffer size remaining calculation for clipped gouraud polygons. Note that this could not actually cause a failure in version 2.8 because of other factors.
- Other minor optimizations.
- Other minor changes.

Lethal Dosage
23rd Apr 2005, 08:47 PM
Little confused... :(

So is this better than the original OpenGL drivers that came with UT/INF with my ATI Radeon 9200se? Or worse?

zeep
23rd Apr 2005, 08:57 PM
This is an alternative opengl renderer for UT. If opengl is what you're using now then consider this an update.

The what / when / where / how you can all find in Crowze's thread (http://forums.beyondunreal.com/showthread.php?t=121530).

FieldMedic
23rd Apr 2005, 09:23 PM
A real shame, i was not even aware Chris made a version 2.9
/hide and cry in my corner :(

Nice find zeep ;)

Lethal Dosage
24th Apr 2005, 03:19 AM
@ Zeep: Thanks, that helps, i think.

@ FeildMedic: You have a corner? I WANT ONE! :lol:

Burger
25th Apr 2005, 03:33 AM
so do you have to change/ add settings under the "[OpenGLDrv.OpenGLRenderDevice]" part?

Conglomera
1st May 2005, 06:09 PM
so do you have to change/ add settings under the "[OpenGLDrv.OpenGLRenderDevice]" part?

Yes you have to. Check this thread : http://forums.beyondunreal.com/showthread.php?t=121530

Burger
2nd May 2005, 01:21 AM
Version 2.9 is released. It has a new option called BufferTileQuads,



[OpenGLDrv.OpenGLRenderDevice]
RefreshRate=0
DetailTextures=True
UseTrilinear=False
UseS3TC=False
UseTNT=False
LODBias=0.000000
UseMultiTexture=True
UsePalette=True
UseAlphaPalette=True
Translucency=1
VolumetricLighting=False
ShinySurfaces=True
Coronas=False
HighDetailActors=True
MaxAnisotropy=1
AlwaysMipmap=False
UsePrecache=True
SupportsLazyTextures=0
UseBGRATextures=True
UseAA=False
NumAASamples=0
AAFilterHint=0
UseTexIdPool=True
DynamicTexIdRecycleLevel=100
UseTexPool=True
TexDXT1ToDXT3=True
SinglePassDetail=False
UseDetailAlpha=False
ColorizeDetailTextures=False
UseCVA=False
UseVertexProgram=False
MaskedTextureHack=True
OneXBlending=True
TruFormMinVertices=0
TruFormTessellation=3
UseTruForm=False
RequestHighResolutionZ=True
SwapInterval=1
UseMultiDrawArrays=False
UseSSE=2
BufferClippedActorTris=False
DetailClipping=False
MaxTMUnits=0
NoFiltering=False
UseFilterSGIS=False
Use4444Textures=False
AutoGenerateMipmaps=False
ShareLists=False
UseZTrick=False
MaxLogTextureSize=8
MinLogTextureSize=0
MaxLogVOverU=8
MaxLogUOverV=8
GammaCorrectScreenshots=False
GammaOffset=0.000000
DescFlags=0
Description=
GammaOffsetBlue=0.000000
GammaOffsetGreen=0.000000
GammaOffsetRed=0.000000


Where does buffertilequads go, then? at the top, at the bottom, or does it not make any difference?

zeep
2nd May 2005, 01:42 AM
Doesn't matter. You don't even have to put it in, BufferTileQuads will be default value. Add it only if you want to try it.

zeep
10th May 2005, 07:22 AM
This release apparently breaks GammaCorrectScreenshots. True of False it doesn't work anymore.

* Chris is also experimenting with D3d now. Who knows it could be good... :)