On Tue, 22 Feb 2000, Justin Cormack wrote:
There is a GGI Glide target, but it's 2D. What's wanted is accellerated
hardware 3D.. Something that CAN render 3 screens of Quake at a decent
FPS. =
I agree. So where do we start? First voodoo cards like many cards are
triangle
Okay, I'm not sure but I'm also on the 3dfx/DRI list :)
[still looking at possibly making a DRI loader for GGI but haven't built
up the energy *sigh*]
You fully understand the X authentic scheme they use?
Oh, and 3dfx/opengl is being made -very- X/DRI specific.
The attitude is that X/DRI
I've had many email pass between Joseph Kain and myself... I usually send
anyone with a Glide problem I can't answer his way (poor guy!)
I can imagine. He seems like a really nice guy. I answer question about
fbdev all the time.
There is a GGI Glide target, but it's 2D. What's wanted is
There is a GGI Glide target, but it's 2D. What's wanted is accellerated
hardware 3D.. Something that CAN render 3 screens of Quake at a decent
FPS. =
I agree. So where do we start? First voodoo cards like many cards are
triangle bases. Any triangle support? The next thing is how to
On Mon, 21 Feb 2000, Joseph Carter wrote:
On Mon, Feb 21, 2000 at 02:42:20PM -0500, James A Simmons wrote:
Their does exist a fbdev drivers for this card. The problem is I don't
have such a card nor the money at this time to buy it (hint). I would
enjoy creating something like Msrcus
On Tue, 22 Feb 2000, James A Simmons wrote:
There is a GGI Glide target, but it's 2D. What's wanted is accellerated
hardware 3D.. Something that CAN render 3 screens of Quake at a decent
FPS. =
I agree. So where do we start?
1: Make the basic LibGGI Glide target do everything it
On Tue, 22 Feb 2000, Justin Cormack wrote:
There is a GGI Glide target, but it's 2D. What's wanted is accellerated
hardware 3D.. Something that CAN render 3 screens of Quake at a decent
FPS. =
I agree. So where do we start? First voodoo cards like many cards are
triangle
Sure, and you could simply draw two or three screens that way instead of
drawing six. In fact, if you ever get GL hardware support in GGI, it
might be possible to have 3 screens rendered in HARDWARE.. That would
just seriously kick ass!
Howdy!!!
I back from my trip from San Jose. What
Sure, and you could simply draw two or three screens that way instead of
drawing six. In fact, if you ever get GL hardware support in GGI, it
might be possible to have 3 screens rendered in HARDWARE.. That would
just seriously kick ass!
Howdy!!!
I back from my trip from
Howdy!!!
I back from my trip from San Jose. What you described below was one of
this I discussed with 3Dfx about doing. It is quite possible to get GL
support in GGI going. One of the topics I discussed with 3Dfx was GGI. I
discovered they have someone that works for the company
Well - I'm not joseph, but it's as simple as: "fov degrees"
Only problem is, that it causes some strange distortion...
Please describe "strange". Screenshots would be nifty.
I have tried with the original DOS version. Looks like through a fisheye
lens, which is basically right, but not
Joseph Carter wrote:
I play at fov 145.. Other than not having guns drawn in the software
renderer, whatever "strangeness" there is I consider to be normal, unless
there's something in particular the ggi target does that I don't know
about.
I consider the distortions of displaying _any_
On Fri, Feb 18, 2000 at 05:15:52PM +, Justin Cormack wrote:
The really cool thing would be, if you could give the angles at
which the individual monitors are to quake, and it would render an
individual picture for each one.
You can write that code, I sure don't plan on it. ;
Corey writes:
A interesting artifact... when i used the "tile" device to span it accross
all 3, it appeared to scale the pre-defined quake resolution to my monitors.
thus everything was 3 times as wide my rifle now looked like a cannon,
and the guys i was hunting, now 3 times as
What needs to be done? Well both me and Vojtech have early work for
multihead support in 2.3.X. Vojtech already has /dev/event in the usb
directory of the developement branch.
yes, i noticed this recently and got /dev/input0 working this morning
with
my USB keyboard (yea!).
On Fri, Feb 18, 2000 at 12:36:18AM +0100, Andreas Beck wrote:
Hehehe. You'll need to change quake's FOV (field of view) somehow.
Normally it is 90 degrees (I presume), but you'll want it bigger.
Joseph, any console command for setting FOV ?
Well - I'm not joseph, but it's as simple as:
Well - I'm not joseph, but it's as simple as: "fov degrees"
Only problem is, that it causes some strange distortion...
Please describe "strange". Screenshots would be nifty.
What is the maximum fov setting? Can you do 'fov 360'? That would be neat,
you could see behind yourself while
On Thu, Feb 17, 2000 at 10:24:39PM -0500, Chris Meadors wrote:
Well - I'm not joseph, but it's as simple as: "fov degrees"
Only problem is, that it causes some strange distortion...
Please describe "strange". Screenshots would be nifty.
What is the maximum fov setting? Can you do
What needs to be done? Well both me and Vojtech have early work for
multihead support in 2.3.X. Vojtech already has /dev/event in the usb
directory of the developement branch.
yes, i noticed this recently and got /dev/input0 working this morning with
my USB keyboard (yea!).
That's
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