Direct3D 8.1 ProQuake Version 2:
Download: http://quakeone.com/proquake/src_int...400_test_2.zip
Source: http://quakeone.com/proquake/src_int...t_source_2.zip
What doesn't work: ALT-TAB + Fullscreen = blackness (don't ALT-TAB unless using -window). Video mode change (for now). Multitexture (fullbright support, which is OFF in ProQuake by default anyway, uses multitexture).
What does work: Just about everything else. Gamma.
This is a Direct3D version of ProQuake based off MH's work. It uses Direct3D for rendering (DirectX drivers, etc.) instead of OpenGL.
MH has other engine prototypes and this thread can be for testing those as well if he wants [or doesn't]. But for testing and debugging purposes, I wanted to get this out there. Someone commented in the other thread (legion?) that background flashes are slow, etc.
Anyone interested in testing and reporting issues or performance weaknesses is welcome and will help make this version better and MH's intended future Direct3D Qrack version.
Download: http://quakeone.com/proquake/src_int...400_test_2.zip
Source: http://quakeone.com/proquake/src_int...t_source_2.zip
What doesn't work: ALT-TAB + Fullscreen = blackness (don't ALT-TAB unless using -window). Video mode change (for now). Multitexture (fullbright support, which is OFF in ProQuake by default anyway, uses multitexture).
What does work: Just about everything else. Gamma.
This is a Direct3D version of ProQuake based off MH's work. It uses Direct3D for rendering (DirectX drivers, etc.) instead of OpenGL.
MH has other engine prototypes and this thread can be for testing those as well if he wants [or doesn't]. But for testing and debugging purposes, I wanted to get this out there. Someone commented in the other thread (legion?) that background flashes are slow, etc.
Anyone interested in testing and reporting issues or performance weaknesses is welcome and will help make this version better and MH's intended future Direct3D Qrack version.
Technical notes, mostly for MH:
I don't have video mode changing working. Yet. Could be me. The sole difference between FitzQuake and ProQuake in relation to video mode changing is that FitzQuake reloads textures on video mode changing always for a bpp change. Maybe redoes the warp textures for any change? I wasn't changing bpp. In theory, I should be able to make this work. Assume my fault for now. AND ... my workaround for fullscreen + ALT-TAB will be to force a video mode restart, hehe
Multitexture: ProQuake uses old SGIS stuff. I might just upgrade the code from aguirReQuake which doesn't use SGIS. I don't recall seeing any D3D SGIS functions in the wrapper you made but I'll just replace SGIS to avoid issue.
Will work on this more as week progresses.
I don't have video mode changing working. Yet. Could be me. The sole difference between FitzQuake and ProQuake in relation to video mode changing is that FitzQuake reloads textures on video mode changing always for a bpp change. Maybe redoes the warp textures for any change? I wasn't changing bpp. In theory, I should be able to make this work. Assume my fault for now. AND ... my workaround for fullscreen + ALT-TAB will be to force a video mode restart, hehe

Multitexture: ProQuake uses old SGIS stuff. I might just upgrade the code from aguirReQuake which doesn't use SGIS. I don't recall seeing any D3D SGIS functions in the wrapper you made but I'll just replace SGIS to avoid issue.
Will work on this more as week progresses.
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