User Activity

  • Modified ticket #3 on GLDirect

    higher opengl support

  • Modified ticket #4 on GLDirect

    x64 support?

  • Posted a comment on ticket #4 on GLDirect

    I'll take a look into this. The GLDirect code should be able to be upgraded to x64 but the issue may be with any libs that GLDirect needs to link with (I would need x64 versions of them). Is there a specific game/app that requires an x64 version of GLDirect?

  • Posted a comment on ticket #3 on GLDirect

    I would love to implement this but there are no immediate plans to do so due to the significant amount of time involved. If I get the chance I may do an initial appraisal but it's unlikely to be anytime soon. External funding would require four-figure sums and may not even yield a working driver on all titles. I'm guessing there's few people, if any, who would fund the work just to play a specific video game but if you know of any then send them my way! The primary issue is that OpenGL 2.0 requires...

  • Modified ticket #2 on GLDirect

    Support OpenGL version 2.0 or higher.

  • Modified ticket #1 on GLDirect

    Non-Fullscreen Support

  • Posted a comment on discussion General Discussion on DxWnd

    Hi. Author of GLDirect here. I've had a look in the GLDirect log in Gho's post above. GLD: (INF) GetProcAddress: glFlushVertexArrayRangeNV (Failed): This and other GetProcAddress() calls ending in NV are Nvidia extensions, which vanilla GLDirect does not support. I do not know whether the app in question requires them or whether it gracefully falls back to another rendering path. The app may assume all NV extensions exist, even in AMD drivers. GLD: (INF) GetProcAddress: glCompileShaderARB (Failed):...

  • Posted a comment on ticket #2 on GLDirect

    I'll look into it but there are no curent plans. It would be nice to know how many...

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sio2
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1999-12-05 11:07:03

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