Re: d3d9: Add DF16 support
2009. 06. 7, vasárnap keltezéssel 19.44-kor Stefan Dösinger ezt írta: Am 07.06.2009 um 10:35 schrieb Henri Verbeet: 2009/6/7 Frank Richter frank.rich...@gmail.com: As far as I could gather DF16 is the ATI way of getting a renderable 16 bit depth texture. Without knowing much about the actual format, DF16 implies this should be a floating point format, similar to the ones provided by ARB_depth_buffer_float. Also, could you please add this at the same location as the other depth formats? I don't think it is a float format, in spite of the name. I don't understand what it exactly is, but it seems that ATI Windows drivers cannot use regular D3DFMT_D16 or D24S8 as texture. That means that if an app wants a depth texture it has to StretchRect from the depth stencil to a D3DFMT_Lx texture. I think when D16 is used in a shader it is supposed to behave like GL_ARB_shadow. Sometimes this is not flexible enough, and hearsay says it does not work on ATI cards. My understanding is that the different formats work somewhat like this: D3DFMT_D16 / D24X8, D24S8(all? nv only?): GL_ARB_shadow / shadow2D() in GLSL DF16, DF24(ati): Like sampling DEPTH_COMPONENT24 formats with regular texture2D INTZ(nv): denormalized texture2D() RAWZ(nv): Comparable to INTZ, but needs some extra calculations. I guess we'll not implement this, only INTZ. If this is correct, Franks patch is content wise correct. I think we'll need tests to see if my understanding of the formats is correct. Hi, I think you can test these formats with Crysis demo, first it tries to use one of them, then falls back to a standard depth format. Andras
Re: d3d9: Add DF16 support
2009. 06. 7, vasárnap keltezéssel 23.05-kor Frank Richter ezt írta: On 07.06.2009 22:22, Henri Verbeet wrote: Even if the format isn't lockable, you can still use the data with a shader. If it's a typical depth format the shader will see normalized values. Information on DF16 seems to be sparse, one thing I found was: http://discussms.hosting.lsoft.com/SCRIPTS/WA-MSD.EXE?A2=ind0611AL=DIRECTXDEVP=R2492I=-3d=No+Match%3BMatch%3BMatches It says that DF16 returns real depth values - which would indeed be normalized. Typically float formats aren't normalized, so you can have values outside the traditional [0.0,1.0] range. If there's no specific extension for this format you could use GL_DEPTH_COMPONENT32F as internal format and GL_HALF_FLOAT_ARB as type, although that would waste some memory, of course. On what graphics cards is that extension supported? DF16 is supported since the R300. It appears that float depth formats are much younger, so it seems unlikely DF16 is actually a float format internally. Does D3D(9) allow a depth range outside [0.0,1.0] anyway? Is there any specific application that needs this format? GTA4 for example. (it checks only DF16, DF24, INTZ, RAWZ formats, and because there is no support, it exits with an error message.) Some ATI graphics demos (e.g. Toy Shop). Probably at least some games that use shadow mapping. -f.r.
Re: Latest Git build 7aeffc442cc1 for Wine 1.1.23
Hi! With new wine (1.1.23+ git) I'm getting wide range of failures of different games. System: Ubuntu Jaunty x86 ATI Radeon HD4870 512 MB fglrx 9.5 - The most significant crash (with several games): wine: Unhandled page fault on read access to 0x0018 at address 0x7c71fb02 (thread 0009), starting debugger... Unhandled exception: page fault on read access to 0x0018 in 32-bit code (0x7c71fb02). Register dump: CS:0073 SS:007b DS:007b ES:007b FS:0033 GS:003b EIP:7c71fb02 ESP:0033e2a4 EBP:7d838810 EFLAGS:00210246( R- -- I Z- -P- ) EAX:0001 EBX:0001 ECX:7d49d6a0 EDX: ESI: EDI:7d715258 Stack dump: 0x0033e2a4: 7c70ca7f 7d847520 0x0033e2b4: 7d612f90 7d612f90 0x0033e2c4: 7d82e7b8 7d612f90 0x0033e2d4: 7d82e7b8 7d848010 7d82e7b8 0x0033e2e4: 7d7e2628 0x0033e2f4: 7d612f90 7d6a7e88 Backtrace: =0 0x7c71fb02 in fglrx_dri.so (+0x713b02) (0x7d838810) 0x7c71fb02: movl0x18(%edx),%eax Inside ati driver. - Sims 3 exits without any error message. (it worked before with fbo's, now exits. it can be started with backbuffer setting) 2009. 06. 5, péntek keltezéssel 18.03-kor chris ahrendt ezt írta: On 06/05/2009 08:15 PM, Austin English wrote: On Fri, Jun 5, 2009 at 7:11 PM, chris ahrendtceltich...@yahoo.com wrote: Tried it several times.. and different iterations of the registry keys (you will find them attached) and both cases it fails the same way any of the d3d tests will fail or the machine locks up.
Re: gdi32: Stub for GdiEntry13()
Hi, I think you should add @ stdcall DdQueryDisplaySettingsUniqueness() line to gdi32.spec file, otherwise you will get message like this: err:module:find_forwarded_export function not found for forward 'gdi32.DdQueryDisplaySettingsUniqueness' used by LC:\\windows\\system32 \\gdi32.dll. If you are using builtin Lgdi32.dll, try using the native one instead. Best regards, Andras 2009. 06. 2, kedd keltezéssel 01.37-kor Nikolay Sivov ezt írta: Requested in bug http://bugs.winehq.org/show_bug.cgi?id=18638 Changelog: - Stub for GdiEntry13() From 860bd34f2f0927c306a3f58825ffe46981b522bf Mon Sep 17 00:00:00 2001 From: Nikolay Sivov bungleh...@gmail.com Date: Tue, 2 Jun 2009 01:27:30 +0400 Subject: Stub for GdiEntry13 --- dlls/gdi32/driver.c | 11 +++ dlls/gdi32/gdi32.spec |1 + 2 files changed, 12 insertions(+), 0 deletions(-) diff --git a/dlls/gdi32/driver.c b/dlls/gdi32/driver.c index 20d3f36..8a3c7ed 100644 --- a/dlls/gdi32/driver.c +++ b/dlls/gdi32/driver.c @@ -741,3 +741,14 @@ INT WINAPI NamedEscape( HDC hdc, LPCWSTR pDriver, INT nEscape, INT cbInput, LPCS lpszOutData); return 0; } + +/*** + * DdQueryDisplaySettingsUniqueness [gdi...@] + * GdiEntry13 [gdi...@] + */ +ULONG WINAPI DdQueryDisplaySettingsUniqueness(VOID) +{ +FIXME(stub\n); + +return 0; +} diff --git a/dlls/gdi32/gdi32.spec b/dlls/gdi32/gdi32.spec index 36a8fb1..a50f763 100644 --- a/dlls/gdi32/gdi32.spec +++ b/dlls/gdi32/gdi32.spec @@ -174,6 +174,7 @@ # @ stub GdiDrawStream # @ stub GdiEndDocEMF # @ stub GdiEndPageEMF +@ stdcall GdiEntry13() gdi32.DdQueryDisplaySettingsUniqueness # @ stub GdiFixUpHandle @ stdcall GdiFlush() # @ stub GdiFullscreenControl
d3d10 beginning - review
Hi, Here is my work, that is produced under Summer Of Code. I decided to send this to wine-devel, before I'm splitting to patches. It doesn't contain a few of debug functions, but on it. If something is wrong with this, please tell me. Best regards, Andras kovacs d3d10.tar.gz Description: application/tgz
Re: UbiSoft giving away games
Hi, Rayman Raving Rabbids input related pateches isn't in because, it hason't been cleaned yet because ofl ack of time. If somebody interested in, i can send tha patch, that makes RRR to run. andras 2007. szeptember 2. 12.22 dátummal Stefan Dösinger ezt írta: Am Sonntag, 2. September 2007 06:58 schrieb Michael Lothian: Hi Just thought I'd share this with you all. http://www.theinquirer.net/default.aspx?article=42069 For those of you that haven't heard I know FarCry works with wine I'm not sure about the other 2 but it could be worth making them work if they don't as a PR exercise especally if they work under Ceider PoP SoT also works, but I think it has some graphics troubles. Also it is multithreaded, so it depends a bit on well-behaved drivers. Andras fixed a bug in Rayman Raving Rabbids some time ago(not d3d related I afair, it was some input stuff), I think that game runs now too. Far Cry, as you say, runs properly in opengl mode, and d3d mode, at least with 1.x shaders. 2.x shaders and hdr had some problems. It has input troubles too. I would love it if they freed good old settlers 2 :-) I know it's available on abadonware sites, but still :-)
Re: msvcr80 support!
Hi, Msn live messenger can be started by commenting out @ stdcall FindActCtxSectionStringA(long ptr long str ptr) @ stdcall FindActCtxSectionStringW(long ptr long wstr ptr) lines from kernel32.spec file. By the way it needs native gdiplus.dll, otherwise you won't get it's window. It is still unusable because of lack of textsrv functions of riched20.dll (native causes unhandled exception), and there is another problem that is present in msn 7.5, you can't sign in. 2007. július 27. 13.22 dátummal Alexandre Julliard ezt írta: Stefan Dösinger [EMAIL PROTECTED] writes: Windows Live messenger still refuses to start. Do I have to do anything special(other than updating wine), or should I report a bug for this: You need to install native common controls 6, or copy the common controls manifest from a Windows box, we don't have manifests for builtin dlls yet.
Re: Direct X 10 game demo
This game isn't check windows version on installing. 2007. május 16. 20.32 dátummal Jesse Allen ezt írta: On 5/16/07, Stefan Dösinger [EMAIL PROTECTED] wrote: Am Mittwoch 16 Mai 2007 16:25 schrieb Tom Spear: On 5/15/07, EA Durbin [EMAIL PROTECTED] wrote: The lost planet demo utilizing Direct X 10 is out, for those of you interested in developing/testing Direct X 10. I'm curious. When we do start work on DX10, are we going to set it up so that it will only work if the user uses winver ~= vista or greater, or will it be available for all winvers that are capable of supporting it? I'd like to see (a few years from now obviously), if it would be possible to use wine's directx to play a dx10 game on winxp, since Ms is not going to make dx10 for xp.. I don't think we'll have an artificial winver=winvista in our d3d10 code, unless an application fails because it finds a working d3d10 on a supposed windows xp. And even then we can port it to real xp without that check I think that it's highly more likely that the game will check the windows version the standard way at install. So as long as you pass the version check there you'll be fine. Past that I don't see any reason why they would code additional version checks after that. All the games that I've seen don't do that. If the game is standalone or runs without installing, then it would probably just try to create the standard DX10 object that it needs. If we provide it, then it will try to run. If not it will probably say it needs DX10 or something. I don't see a reason why it needs* to check the version of windows. *But just you wait someone is bound to do it... Jesse -- Kovács András (andras) NetClub Vezető Rendszergazda Lamarr csevego.net [EMAIL PROTECTED]
Re: Stub for all raw input functions
2007. március 30. 13.28 dátummal ezt írta: Kovács András [EMAIL PROTECTED] wrote: +LRESULT WINAPI DefRawInputProc( PRAWINPUT *paRawInput, INT nInput, UINT cbSizeHeader ) +{ +FIXME((paRawInput=%p, nInput=%d, cbSizeHeader=%d) stub!\n, *paRawInput, nInput, cbSizeHeader); + +return S_OK; +} Although MSDN documents that on success DefRawInputProc returns S_OK, that's most likely a misguided documenters error: S_OK is an HRESULT and an OLE error value, while it's user32 and return type is LRESULT. So IMO simply returning 0 should be OK here. +BOOL WINAPI RegisterRawInputDevices( PRAWINPUTDEVICE pRawInputDevices, UINT uiNumDevices, UINT cbSize ) +{ +FIXME((pRawInputDevices=%p, uiNumDevices=%d, cbSize=%d) stub!\n, pRawInputDevices, uiNumDevices, cbSize); + +return TRUE; +} Probably this stub should return FALSE. I decided to return this stub TRUE, because Rayman Raving Rabbids won't start otherwise. It won't hurt, because app just won't get WM_INPUT messages. +UINT WINAPI GetRawInputBuffer( PRAWINPUT pData, PUINT pcbSize, UINT cbSizeHeader ) +{ +FIXME((pData=%p, pcbSize=%p, cbSizeHeader=%d) stub!\n, pData, pcbSize, cbSizeHeader); + +return 0; +} MSDN says that an error indicator is -1, not 0, same as for others raw input APIs. Same as the another function, I just represent, that nothing will be returned. This function won't be called, because app will call if it received a WM_INPUT message. -- Kovács András (andras) NetClub Vezető Rendszergazda Lamarr csevego.net [EMAIL PROTECTED]
DirectX 10 start as a SoC project?
Hi, I think, that start working on Dx10 is a great opportunity to learn about wined3d, and Microsoft's new platform. I would like to apply, because i want to contribute to open source projects, and i'm really interested in wine, especially in wined3d. I have some patches in the tree, and I really would like to work on together. Best Regards, Andras kovacs -- -- andras NetClub Lamarr csevego.net [EMAIL PROTECTED] --
Re: [3/3] WineD3D: Implement per stream offsets
Call of duty 2 uses steam offsets. 2007. január 17. 00.06 dátummal Stefan Dösinger ezt írta: Stumbled uppon that while reading up instancing. This is a functionality technically required for all d3d9 drivers. The new functionality is not really tested because I have no app that really needs this, but it should not cause issues with games not using stream offsets. -- -- andras NetClub Lamarr csevego.net [EMAIL PROTECTED] --
Re: Wine 0.9.25 full of regressions!
Hi, My regression test shows same as you. Dreamfall is broken because of this patch. 2006. november 14. 16.07 dátummal Mirek ezt írta: :) No, in current git or cvs it is still not fixed, i tried it again before 10 minutes. Mirek Dmitry Timoshkov napsal(a): Mirek [EMAIL PROTECTED] wrote: Ok, i found patch which caused regression in 3DMark 2003, Flatout and some other games and apps, it is this patch: kernel32: Better workaround for the lack of locale environment variables on MacOS from Alexandre Julliard It's already fixed in the current git. -- -- andras NetClub Lamarr csevego.net [EMAIL PROTECTED] --
latest cvs, d3d regression
-7f539000 Deferredcomctl32elf \-PE 0x7f48-7f539000 \ comctl32 ELF 0x7f539000-7f596000 Deferredshlwapielf \-PE 0x7f55-7f596000 \ shlwapi ELF 0x7f596000-7f676000 Deferredshell32elf \-PE 0x7f5b-7f676000 \ shell32 ELF 0x7f676000-7f6ff000 Deferredwinmmelf \-PE 0x7f68-7f6ff000 \ winmm ELF 0x7f6ff000-7f72a000 Deferredws2_32elf \-PE 0x7f71-7f72a000 \ ws2_32 ELF 0x7f72a000-7f777000 Deferredrpcrt4elf \-PE 0x7f74-7f777000 \ rpcrt4 ELF 0x7f777000-7f807000 Deferredgdi32elf \-PE 0x7f79-7f807000 \ gdi32 ELF 0x7f807000-7f937000 Deferreduser32elf \-PE 0x7f82-7f937000 \ user32 ELF 0x7f937000-7f979000 Deferredadvapi32elf \-PE 0x7f94-7f979000 \ advapi32 ELF 0x7f979000-7fa11000 Deferredole32elf \-PE 0x7f99-7fa11000 \ ole32 ELF 0x7fa11000-7fa4e000 Deferreddinputelf \-PE 0x7fa2-7fa4e000 \ dinput ELF 0x7fa4e000-7fa7 Deferreddinput8elf \-PE 0x7fa6-7fa7 \ dinput8 ELF 0x7fbca000-7fcd Deferredkernel32elf \-PE 0x7fbe-7fcd \ kernel32 ELF 0x7fde1000-7fde3000 Deferredxlcutf8load.so.2 ELF 0x7fe18000-7fe3d000 Deferredlibm.so.6 ELF 0x7fe3d000-7fe4 Deferredlibxrandr.so.2 ELF 0x7fe43000-7fe61000 Deferrediphlpapielf \-PE 0x7fe5-7fe61000 \ iphlpapi ELF 0x7fe6c000-7ff62000 Deferredlibwine_unicode.so.1 ELF 0x7ff62000-7ffe Deferredntdllelf \-PE 0x7ff7-7ffe \ ntdll ELF 0xb7e31000-b7e33000 Deferredlibnvidia-tls.so.1 ELF 0xb7e3c000-b7e4 Deferredlibdl.so.2 ELF 0xb7e4-b7f6 Deferredlibc.so.6 ELF 0xb7f6-b7f74000 Deferredlibpthread.so.0 ELF 0xb7fbe000-b7fda000 Deferredld-linux.so.2 Threads: process tid prio (all id:s are in hex) 000a 000c0 000b0 0008 (D) C:\Program Files\DreamCatcher\Painkiller SP Demo\Bin\Pa inGame.exe 00090 == Best regards, -- Lamarr Kovács András [EMAIL PROTECTED] http://csevego.net
Re: latest cvs, d3d regression
Hi! Sorry, i didn't compiled correctly. It works fine. I tested with tomb raider legend, it runs fine and produces some ugly graphics:) But I have a second problem: err:wgl:X11DRV_ChoosePixelFormat glXChooseFBConfig returns NULL (glError: 0) err:wgl:internal_glGetString GL_EXTENSIONS returns NULL fixme:wgl:wglChoosePixelFormatARB unused pfAttribFList err:wgl:X11DRV_ChoosePixelFormat glXChooseFBConfig returns NULL (glError: 0) err:wgl:internal_glGetString GL_EXTENSIONS returns NULL Opengl applications doesn't get opengl extensoins, and quits. (for example humus 3d sample apps) I have a nvidia card (6600, correctly installed) with suse linux 10.1 beta 9. glxinfo output attached. Best regards sorry, andras 2006. május 9. 22:32 dátummal ezt írta: Hi, The wine's latest cvs i get this error on every direct3d games. The error output refers always to IWineD3DSwapChainImpl_GetFrontBufferData function. Are you sure that wined3d is compiled correctly? 2 of my patches have modified the VTables of the WineD3D Device and Surface. Because of that dlls/wined3d, dlls/d3d8 and dlls/d3d9 have to be recompiled completely. For some reason that doesn't always work automatically. Can you do a make clean in those directories, recompile them and try again? If that fails, please try a make distclean in the top level directory and recompile wine. IWineD3DStateBlockImpl_InitStartupStateBlock is not supposed to call IWineD3DDeviceImpl_GetFrontBufferData at all. Looks like a problem of mixed old and new binary code. Thanks, Stefan PS: I hope those were the last vtable changes needed for the ddraw merge -- Lamarr Kovács András [EMAIL PROTECTED] http://csevego.net name of display: :0.0 display: :0 screen: 0 direct rendering: Yes server glx vendor string: NVIDIA Corporation server glx version string: 1.4 server glx extensions: GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control, GLX_ARB_multisample, GLX_NV_float_buffer, GLX_ARB_fbconfig_float client glx vendor string: NVIDIA Corporation client glx version string: 1.4 client glx extensions: GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_EXT_import_context, GLX_SGI_video_sync, GLX_NV_swap_group, GLX_NV_video_out, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, GLX_SGI_swap_control, GLX_NV_float_buffer, GLX_ARB_fbconfig_float GLX extensions: GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control, GLX_ARB_multisample, GLX_NV_float_buffer, GLX_ARB_fbconfig_float, GLX_ARB_get_proc_address OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: GeForce 6600/PCI/SSE2/3DNOW! OpenGL version string: 2.0.2 NVIDIA 87.56 OpenGL extensions: GL_ARB_color_buffer_float, GL_ARB_depth_texture, GL_ARB_draw_buffers, GL_ARB_fragment_program, GL_ARB_fragment_program_shadow, GL_ARB_fragment_shader, GL_ARB_half_float_pixel, GL_ARB_imaging, GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_occlusion_query, GL_ARB_pixel_buffer_object, GL_ARB_point_parameters, GL_ARB_point_sprite, GL_ARB_shadow, GL_ARB_shader_objects, GL_ARB_shading_language_100, GL_ARB_texture_border_clamp, GL_ARB_texture_compression, GL_ARB_texture_cube_map, GL_ARB_texture_env_add, GL_ARB_texture_env_combine, GL_ARB_texture_env_dot3, GL_ARB_texture_float, GL_ARB_texture_mirrored_repeat, GL_ARB_texture_non_power_of_two, GL_ARB_texture_rectangle, GL_ARB_transpose_matrix, GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader, GL_ARB_window_pos, GL_ATI_draw_buffers, GL_ATI_texture_float, GL_ATI_texture_mirror_once, GL_S3_s3tc, GL_EXT_texture_env_add, GL_EXT_abgr, GL_EXT_bgra, GL_EXT_blend_color, GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate, GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_compiled_vertex_array, GL_EXT_Cg_shader, GL_EXT_depth_bounds_test, GL_EXT_draw_range_elements, GL_EXT_fog_coord, GL_EXT_framebuffer_object, GL_EXT_multi_draw_arrays, GL_EXT_packed_depth_stencil, GL_EXT_packed_pixels, GL_EXT_pixel_buffer_object, GL_EXT_point_parameters, GL_EXT_rescale_normal, GL_EXT_secondary_color, GL_EXT_separate_specular_color, GL_EXT_shadow_funcs, GL_EXT_stencil_two_side, GL_EXT_stencil_wrap, GL_EXT_texture3D, GL_EXT_texture_compression_s3tc, GL_EXT_texture_cube_map, GL_EXT_texture_edge_clamp, GL_EXT_texture_env_combine, GL_EXT_texture_env_dot3, GL_EXT_texture_filter_anisotropic, GL_EXT_texture_lod, GL_EXT_texture_lod_bias, GL_EXT_texture_mirror_clamp, GL_EXT_texture_object, GL_EXT_texture_sRGB, GL_EXT_timer_query, GL_EXT_vertex_array, GL_HP_occlusion_test, GL_IBM_rasterpos_clip, GL_IBM_texture_mirrored_repeat, GL_KTX_buffer_region, GL_NV_blend_square, GL_NV_copy_depth_to_color
opengl demos start problem with wine current cvs
Hi, When i try to start some opengl demos from www.humus.ca (with wine latest cvs), I get error, that my card doesn't support some opengl extensions. The applications' wine output is: err:wgl:X11DRV_ChoosePixelFormat glXChooseFBConfig returns NULL (glError: 0) err:wgl:internal_glGetString GL_EXTENSIONS returns NULL fixme:wgl:wglChoosePixelFormatARB unused pfAttribFList err:wgl:X11DRV_ChoosePixelFormat glXChooseFBConfig returns NULL (glError: 0) err:wgl:internal_glGetString GL_EXTENSIONS returns NULL I attached the glxinfo's output. I use Xorg version 6.9.0, on Suse 10.1 beta9 with nvidia driver 2.0.2 NVIDIA 87.56, and I have a geforce 6600 256 mb pci-e vga card. Please help me. Best Regards, -- Lamarr Kovács András [EMAIL PROTECTED] http://csevego.net name of display: :0.0 display: :0 screen: 0 direct rendering: Yes server glx vendor string: NVIDIA Corporation server glx version string: 1.4 server glx extensions: GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control, GLX_ARB_multisample, GLX_NV_float_buffer, GLX_ARB_fbconfig_float client glx vendor string: NVIDIA Corporation client glx version string: 1.4 client glx extensions: GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_EXT_import_context, GLX_SGI_video_sync, GLX_NV_swap_group, GLX_NV_video_out, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, GLX_SGI_swap_control, GLX_NV_float_buffer, GLX_ARB_fbconfig_float GLX extensions: GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control, GLX_ARB_multisample, GLX_NV_float_buffer, GLX_ARB_fbconfig_float, GLX_ARB_get_proc_address OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: GeForce 6600/PCI/SSE2/3DNOW! OpenGL version string: 2.0.2 NVIDIA 87.56 OpenGL extensions: GL_ARB_color_buffer_float, GL_ARB_depth_texture, GL_ARB_draw_buffers, GL_ARB_fragment_program, GL_ARB_fragment_program_shadow, GL_ARB_fragment_shader, GL_ARB_half_float_pixel, GL_ARB_imaging, GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_occlusion_query, GL_ARB_pixel_buffer_object, GL_ARB_point_parameters, GL_ARB_point_sprite, GL_ARB_shadow, GL_ARB_shader_objects, GL_ARB_shading_language_100, GL_ARB_texture_border_clamp, GL_ARB_texture_compression, GL_ARB_texture_cube_map, GL_ARB_texture_env_add, GL_ARB_texture_env_combine, GL_ARB_texture_env_dot3, GL_ARB_texture_float, GL_ARB_texture_mirrored_repeat, GL_ARB_texture_non_power_of_two, GL_ARB_texture_rectangle, GL_ARB_transpose_matrix, GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader, GL_ARB_window_pos, GL_ATI_draw_buffers, GL_ATI_texture_float, GL_ATI_texture_mirror_once, GL_S3_s3tc, GL_EXT_texture_env_add, GL_EXT_abgr, GL_EXT_bgra, GL_EXT_blend_color, GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate, GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_compiled_vertex_array, GL_EXT_Cg_shader, GL_EXT_depth_bounds_test, GL_EXT_draw_range_elements, GL_EXT_fog_coord, GL_EXT_framebuffer_object, GL_EXT_multi_draw_arrays, GL_EXT_packed_depth_stencil, GL_EXT_packed_pixels, GL_EXT_pixel_buffer_object, GL_EXT_point_parameters, GL_EXT_rescale_normal, GL_EXT_secondary_color, GL_EXT_separate_specular_color, GL_EXT_shadow_funcs, GL_EXT_stencil_two_side, GL_EXT_stencil_wrap, GL_EXT_texture3D, GL_EXT_texture_compression_s3tc, GL_EXT_texture_cube_map, GL_EXT_texture_edge_clamp, GL_EXT_texture_env_combine, GL_EXT_texture_env_dot3, GL_EXT_texture_filter_anisotropic, GL_EXT_texture_lod, GL_EXT_texture_lod_bias, GL_EXT_texture_mirror_clamp, GL_EXT_texture_object, GL_EXT_texture_sRGB, GL_EXT_timer_query, GL_EXT_vertex_array, GL_HP_occlusion_test, GL_IBM_rasterpos_clip, GL_IBM_texture_mirrored_repeat, GL_KTX_buffer_region, GL_NV_blend_square, GL_NV_copy_depth_to_color, GL_NV_depth_clamp, GL_NV_fence, GL_NV_float_buffer, GL_NV_fog_distance, GL_NV_fragment_program, GL_NV_fragment_program_option, GL_NV_fragment_program2, GL_NV_half_float, GL_NV_light_max_exponent, GL_NV_multisample_filter_hint, GL_NV_occlusion_query, GL_NV_packed_depth_stencil, GL_NV_pixel_data_range, GL_NV_point_sprite, GL_NV_primitive_restart, GL_NV_register_combiners, GL_NV_register_combiners2, GL_NV_texgen_reflection, GL_NV_texture_compression_vtc, GL_NV_texture_env_combine4, GL_NV_texture_expand_normal, GL_NV_texture_rectangle, GL_NV_texture_shader, GL_NV_texture_shader2, GL_NV_texture_shader3, GL_NV_vertex_array_range, GL_NV_vertex_array_range2, GL_NV_vertex_program, GL_NV_vertex_program1_1, GL_NV_vertex_program2, GL_NV_vertex_program2_option, GL_NV_vertex_program3, GL_NVX_conditional_render, GL_SGIS_generate_mipmap, GL_SGIS_texture_lod