Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: markusn82 on December 04, 2006, 12:25:55 pm
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Has someone already created an OpenGL implementation for Freespace 2 open source?
Thanks!
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Yes. Look in the launcher under "Video".
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It's what you are supposed to be using.
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Has someone already created an OpenGL implementation for Freespace 2 open source?
:lol: :lol: :lol:
Can't.... stop...... laughing......
Sorry, I know you're new, but it's still really funny.
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it's quite posably about to be the only option.
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LOL.
Well.. I was an old fan of the game and I just downloaded the original source code and wondered how far people had come with it. I haven't even tried playing any existing Freespace open source mods yet.
I'm wondering what interesting graphics features that people haven't implemented yet. I'm a full-time embedded OpenGL graphics developer and am looking for some hobbyist work to do on my free time.
Thanks for the replies guys!
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I'm a full-time embedded OpenGL graphics developer and am looking for some hobbyist work to do on my free time.
You realize that you can't escape now that you've said that, right? You'll be stuck helping to code the graphics for FreeSpace Open until the end of time.
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That'd be great. The team is always looking out for more coders, and I know the whole graphics system is being looked at at the moment. Try PMing one of the team, I'd suggest Goober5000 or Inquisitor, I'm sure they'd be more than happy to chat to you about helping :)
I'll drop a note in the SCP Forums and let them know you're looking to help, but PM one of the team anyway if you're interested.
In fact, I'll move this to the SCP Forum....
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it's quite posably about to be the only option.
I sincerely hope not. Atleast, not until ATi adds OGL support to its vista drivers :{
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LOL.
Well.. I was an old fan of the game and I just downloaded the original source code and wondered how far people had come with it. I haven't even tried playing any existing Freespace open source mods yet.
I'm wondering what interesting graphics features that people haven't implemented yet. I'm a full-time embedded OpenGL graphics developer and am looking for some hobbyist work to do on my free time.
Thanks for the replies guys!
:welcome:
Cool. :) Got any code you could show us?
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YAAAAA now he can do shader and bump/normal mapping for us and real time lighting and...... :lol:
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Sorry if my statement was misleading, but i'm not an OpenGL app-guru. I'm actually an embedded OpenGL ES *DRIVER* developer and most of the work I currently do is related more to real-time OS / middleware development, but I do have some app-level experience.
Here is some of graphics-related work i've done:
- implemented Render-to-texture fonts for Renderware library (at EA)
- developed OpenGL ES demos for embedded trade show (fairly simple demos)
- development on various modules of OpenGL ES driver running on ATI M9/embedded hardware
- developed OpenGL top-down shooter (several years ago for school graphics project)
Unfortunately Goober5000, the only code that I have (thats not under NDA) is from a 3 year old college graphics project (that contains code that i'm rather embarrassed of nowadays). But i'd still be happy to show it to you if you want.
Anyhow, I want to poke around the code a bit more before commiting myself to anything as I don't want to waste anyone's time if this is not what I want to spend time on.
Quick question: Is fs2_open with no tag/branch considered your head build? Do you guys branch off or tag builds?
Thanks for the replies guys!
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Possible to make OGL Driver support for Radeon x1900/x1950 series in Windows Vista? Hmmmmm? :D
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Unfortunately Goober5000, the only code that I have (thats not under NDA) is from a 3 year old college graphics project (that contains code that i'm rather embarrassed of nowadays). But i'd still be happy to show it to you if you want.
Hmm. Well, if you wanted to join us as a coder, then what we might consider is if you downloaded the FSO source code, then modified it in some way, and uploaded it for us to check out. :)
Anyhow, I want to poke around the code a bit more before commiting myself to anything as I don't want to waste anyone's time if this is not what I want to spend time on.
Sure, good idea. Do you know how to get ahold of it?
Quick question: Is fs2_open with no tag/branch considered your head build? Do you guys branch off or tag builds?
Yes and yes. The "stable" build right now is 3.6.9, which we're trying to keep as solely a bugfix branch. All features go into the head branch.
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well if he has internal knowlege of OGL drivers he'd be good to have around just in an advisory role, even if he can't give specific details due to NDAs.
taylor is going to love you.
there is a good deal of discussion right now in the graphics department, I am the only person with D3D knowlege and I'm unrelyable, so there has been a lot of discusion on weather we should keep D3D.
for the last few years, I've been trying to work out a way to implement the most flexable way to implement shaders and materials in general, I'm currently planning on a teired material system that will use (in OGL termonology) display lists to save states for one or more rendering passes, the display lists will be constructed by either filling in a basic text based data file (a table, this is what freespace uses for most game data of this nature) or by running a script. the actual drawing of the geometry will have a similar split in useage, there will be a simple set_display_list(); draw_geometry(); loop that will run through each list (there will be two versions of each pass, one for normal drawing, another for additive lighting, the main diference being that the second will almost always have additive alpha blending for handeling more than 8 lights), and a slower but far more custumiseable scriptthat will basicly take over all aspects of drawing.
that's MY plan at the moment, haven't quite convinced the others of it, and I'm not implementing it untill after our next release. after this I will redesign the way our models are handeled (inclueding a new file format) wich will allow for more flexable vertex data (as well as stuff like neighbor data for the polies wich can be used for shadow volumes and decals) wich should allow full shaders, with full customiseability of geometry on a per material basis, to be easily implemented.
the biggest thing I need for this is to make our API abstraction more... abstract, so I need someone with OGL understanding to write high level interfaces for the diferent states.
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taylor is going to love you.
Well... that actually depends on how much he yells at me for the seriously crazy OGL stuff that I do. ;)
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it's quite posably about to be the only option.
Noooooo! There are far too many boxen out there with the CPU grunt power to run the game, with embedded video that does a pretty good job at FSO with DirectX, but have next thing to nonexistant OpenGL support. Like the Intel 82865G. That's an OpenGL decellerator, ;) but runs along quite nicely in DirectX 9.0c. (Brickbats to Dell for tweaking the BIOS on their B110/1100 to not accept the latest/last drivers from Intel, and having drivers a year older than those on the Dell support site!)
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well, we should probly discus this, then... if we are going to drop D3D (wich I'd rather we didn't) then there is no need for me to try and fix it, if we are going to keep it, then I want to work with the OGL people on reworking the abstraction to make it simpler (for example, I don't want set_bitmap to also set the alpha mode, and filtering mode)
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it's quite posably about to be the only option.
Noooooo! There are far too many boxen out there with the CPU grunt power to run the game, with embedded video that does a pretty good job at FSO with DirectX, but have next thing to nonexistant OpenGL support. Like the Intel 82865G. That's an OpenGL decellerator, ;) but runs along quite nicely in DirectX 9.0c. (Brickbats to Dell for tweaking the BIOS on their B110/1100 to not accept the latest/last drivers from Intel, and having drivers a year older than those on the Dell support site!)
A Geforce 6200 only costs 40 dollars. Seriously, it's time to stop worrying about people trying to run the SCP on machines with terrible graphics cards.
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Well it shouldn't be too hard to allow disabling of features, like shaders for those of us with terrible graphics cards :p
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it's quite posably about to be the only option.
Noooooo! There are far too many boxen out there with the CPU grunt power to run the game, with embedded video that does a pretty good job at FSO with DirectX, but have next thing to nonexistant OpenGL support. Like the Intel 82865G. That's an OpenGL decellerator, ;) but runs along quite nicely in DirectX 9.0c. (Brickbats to Dell for tweaking the BIOS on their B110/1100 to not accept the latest/last drivers from Intel, and having drivers a year older than those on the Dell support site!)
A Geforce 6200 only costs 40 dollars. Seriously, it's time to stop worrying about people trying to run the SCP on machines with terrible graphics cards.
What about people who have decent video cards on their machine, but integrated graphics chips in their laptops? I can't run OpenGL on my laptop, but I can run Direct X just fine. Unfortunately, the DX implementation doesn't support alpha blending, which makes the game nigh-useless in DX mode (at least while running the BTRL mod).
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What about people who have decent video cards on their machine, but integrated graphics chips in their laptops? I can't run OpenGL on my laptop, but I can run Direct X just fine. Unfortunately, the DX implementation doesn't support alpha blending, which makes the game nigh-useless in DX mode (at least while running the BTRL mod).
OpenGL has gotten changes recently which help it run better with IG cards, and there are more changes on the way post-3.6.9. I think that nearly all of the issues will disappear if you switch to Vista though, since for video cards that don't supply good OpenGL drivers, Vista will employ an OpenGL wrapper around DX10 instead.
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And I want to point out that nvidia rewrote their drivers for opengl ICD implementation from scratch for vista, and they fixed alot of bugs and Freespace2 SCP actually runs better for me under vista than it did in XP. For example, you can no longer BSOD the machine using alt-tab switching in vista.
Also, since Vista removed hardware acceleration layer from DirectSound, it turns out now that the recommmended way to go for sound, games, and vista is OpenAL, so the project is def. ahead of the curve there.
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I think that nearly all of the issues will disappear if you switch to Vista though, since for video cards that don't supply good OpenGL drivers, Vista will employ an OpenGL wrapper around DX10 instead.
Realy! thats good news for my laptop then. Or at least i hope! I got this lovely New Hp Pravillion laptop that has the graphics power to run HalfLife2 very well as HL2 runs off of directX but it cant do OpenGl for squat. This is because there is a bug somewhere in the drivers of the ATI Radion M200 Graphics Chip that ATI cant fix because Hp modifide their code to work with their laptops and HP won't admit to the bug to fix it. Plus I think the HP version of the driver is out of date. On the plus side it was built to run vista once it is released.
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Hmm, you could try running the Omega drivers (http://www.omegadrivers.net/) or even the desktop Radeon drivers on your laptop and see if that helps.
http://www.driverheaven.net/modtool/
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What about people who have decent video cards on their machine, but integrated graphics chips in their laptops? I can't run OpenGL on my laptop, but I can run Direct X just fine. Unfortunately, the DX implementation doesn't support alpha blending, which makes the game nigh-useless in DX mode (at least while running the BTRL mod).
OpenGL has gotten changes recently which help it run better with IG cards, and there are more changes on the way post-3.6.9. I think that nearly all of the issues will disappear if you switch to Vista though, since for video cards that don't supply good OpenGL drivers, Vista will employ an OpenGL wrapper around DX10 instead.
Except that I use Vista, and ave an x1950xt, and there is no OGl driver implementation. All i get is an error about not being able to get proper pixel ratio, or something to that effect. And D3D is b0rked for graphics... so..... no luck there.
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ATI says they will have a full OpenGL ICD for their driverset for Vista by the January 31st Retail Launch :D
In the meantime, you can get an nvidia card, had opengl drivers since Beta 2 :D
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ATI says they will have a full OpenGL ICD for their driverset for Vista by the January 31st Retail Launch :D
In the meantime, you can get an nvidia card, had opengl drivers since Beta 2 :D
Feck that. :p I didnt pay so much for an x1950xt to have to buy a NV card :p Ill wait for the full vista. I wanna buy it anyways.
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not possable for a laptop...
I tried thoes alternate drivers....
same issues. i think it's slightly better but not enoght to matter
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For example, you can no longer BSOD the machine using alt-tab switching in vista.
This particular thing is a bug in the Nvidia drivers and is unrelated to XP itself.
I'm going to be staying with XP for some time anyway. I generally only upgrade my OS when some program or driver I want to use needs it.