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TitaniumGL

Started by May 10, 2023 03:05 PM
3 comments, last by Geri 1 year, 4 months ago

New version of TitaniumGL got released.

TitaniumGL is an OpenGL driver (/implementation) which on Windows acts as an OpenGL to D3D9 wrapper. With the help of TitaniumGL, games using OpenGL (up to 1.4) can be used on computers with no OpenGL drivers. If no hardware 3D acceleration is present on the system, TitaniumGL uses its built-in software renderer as backup.

This software can be interesting for a game developer who develops B and C class or indie video games, if he wants d3d compatibility in his engine.

Screenshot: tuxkartrunning with TitaniumGL

I rewrote TitaniumGL in the last years. I have finally came up with a 64 bit windows dll as well. The new version is much faster, and efficient, ready to be used with 2D and 3D games, which use more polygons than their earlier versions. Those who remember the old TitaniumGL, this new version picks up the line where the old one stopped.

Here are the features:

-64 bit Windows version released.
-New command batching system.
-D3D acceleration autodetection and software fallback system.
-New, faster D3D subsystem.
-New software renderer - approx 3-8x faster than the old one.
-Switching to different license
-Fixed some missing BGR, BGRA, ABGR formats when using glDrawPixels
-Improved stability with Windows 98
-TitaniumGL got fine tuned to support newer type of video games.
-TitaniumGL now supports classic OpenGL game builds released after 2020.
-Fully separated API and state tracker.
-New (less buggy) lighting code.
-Removed some ancient unused extensions.
-Minimizing D3D API interaction for better speed.
-2x-3x faster texture uploading.
-New batching system supports up to 32 threads.
-New threading system which scales better up to 3-4 cores.
-Fixed broken Quad Strip implementation.
-TitaniumGL will do less memory copy operations to send the vertices to the gpu than before.
-TitaniumGL will optimize and simplify d3d vertex formats for more efficient operation.
-Faster tesselation code.
-Efficient pointer caching for less intensive utilization of memory management.

License is changed, new version of TitaniumGL can be embedded into free or commercial games due to a new bsd-type license. Donations are welcome regardless.

Get TitaniumGL: http://users.atw.hu/titaniumgl/index.html

2023, 07.
Bugfix and new Win95/98/Direct3D7 backend
-New DirectX 7 based Win98 test version released for old DX5/6/7 era graphics cards.
-Small bugfixes in light and material code.
-Fixed bugs with point and line rendering.
-Added support for SGIS multitexture (not in extension list for now).
-Decreased API overhead a bit in D3D mode when loading textures.
-Optimized the code on single-core systems.
-Fixed some issues with multitexturing.
-Fixed a bug resulting crash when resizing the rendering window in Windows in software rendered mode.
-Fixed some integer types when loading a texture.
-Added some missing functionality to glGet.
-Added glGetBooleanv.
-UV coordinates were lost sometimes, when rendering from lists.
-VBO code got silently broken due to compiler update. Problem solved.
-Fixed a bug when uploading IBO data with glBufferSubDataARB.
-Added some missing functionality to push and pop attrib and clientattribs.
-Fixed ALPHA test functionality in D3D wrapper mode.
-Fixed flickering and box bugs in Medal of Honor.
-Fixed vegetation alpha issues in newer versions of Super Tuxkart.

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Interesting… good work.

None

kloena said:
Interesting… good work.

Thankyou.

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