TitaniumGL, opengl wrapper for your game (opengl to d3d, multicore soft-render)
Posted 08 May 2010 - 06:00 PM
Why this is good?
Currently, the most built-in drivers in Windows has no OpenGL acceleration, only D3D. Most end-users does not even know, what is a ,,driver'. With TitaniumGL, you can reach them easilly. Most of end-users are not informaticans, and cant install device drivers. They does not even know, what video card they have. If you want them to install some drivers to run your game, or just showing them strang error messages, they would get dissapointed about your software, and they will not use your software. Built-in windows drivers has Direct3D acceleration. Reach them easilly with TitaniumGL!
SECOND CASE: Some end users has very low-end and old VGA card (old integrated intel, Neomagic, old SiS, 3dlabs or S3 vga-s), and they does not even support OpenGL, or they are using newer operating system that does not contains OpenGL acceleration to it anymore (like some Intel IGP-s, etc...). Probably the power of these systems are enough to your game to run - TitaniumGL solves this issue.
TitaniumGL is developed carefully, a lot of games are tested with it: quake3, wolfenstein, quake2, xmoto, several scene demos, several indi-games...
TitaniumGL offers the folowing driver quality in d3d (and even in soft-rendering mode):
Version: 1.4 v2009-2010/05/08 ©Kovacs Gergo
Renderer: TitaniumGL/4 THREADs/6x86 | http://LegendgrafiX.tk
more informations can be found on webpage:
price is 11 EUR
(trial version can downloaded from webpage. use download manager!)
Posted 24 May 2010 - 01:59 PM
Btw, what's up with that spam?
Posted 24 May 2010 - 07:22 PM
This is one of the main reasons why Google decided to run WebGL on top of Direct3D 9, instead if OpenGL 2.0.
Posted 24 May 2010 - 10:50 PM
I am guessing Transgaming has a nice dev contract (read: money) with Google for this project? What about Linux, are the Linux users supposed to have OpenGL running properly?
Not my business I know, just curious about that. =)
Posted 24 May 2010 - 11:51 PM
Next release will mostly has bug fixes related to opengl lighting functions and some texture format fixes.
Posted 23 June 2010 - 12:08 AM
If somebody want his game to optimised with the driver, or has bugs, contact me.
Posted 16 July 2010 - 01:45 PM
We have exactly those problems you're talking about.
ATIs OpenGL Drivers are really crappy, they do not support new GL extensions.
Does TitaniumGL wrap GLSL? (best would be with geometry shader..)
Posted 23 August 2010 - 06:39 PM
,,TitaniumGL for gamers'' now has thousands of happy users, so:
If you got an OpenGL based game, that runs buggy with the driver (check the last free driver to check your game) or it maybee crashing for some reason, tell the problem to me. If you sending the bugreport to me, that will be good both of us, becouse:
-TitaniumGL users expanding, at the end of year, it will be probably 15.000 useres. So if your game software is compatible with TitaniumGL, you will be compatible with this lot of old vga cards. I can even put your game into a showcase on the site, where users can download it after a click that redirects to your website.
-I am also winning on the thing, becouse a software with big compatibility and less bugs results more users.
To download the gamer edition click here:
To make a connection with me, its simpyest to pick me up on msn, so we can rapidly ask the questions from each other: gerilegend -at- freemail -dot- hu
Maybee i will not recive/unable to reply if you send a mail to that address, so if you are possible, pick it up on msn. i also has skype: geri_lgfx
Posted 11 April 2011 - 04:14 PM
-Extension added: GL_ARB_map_buffer_range
-Extension added: GL_OES_matrix_get
-Color buffer writemask support has been added
-Speed-up around matrix calculations
-Thread handle leaking fixed
-Strange protch has been fixed in windowed rendering
-Number of acessible TMU's incared from 3 to 4
-Added a bounch of missing texture formats, like 4_4_4_4, 10_10_10_2, etc...
-Added fixed-point support
-Added experimental OpenGL ES 1.x support and ES context creation
-glPushAttrib was broken
-Fixed some bugs with Tuxracer
-Fixed some bugs in Tuxkart
-Default variables around light handling was broken
-Fixed missing colors with porrasturvat
-Fixed crash with stepmania
-Some fixes around lighting and material handling
-Fixed display list drawing when texturing is disabled
-Improved multi-cpu support
-Added some missing parameters to glGet
-Added some missing caps to glIsEnabled
-Improved SEGFAULT protection in VBO data mapper
-Added multisampling support under linux
-Scissoring now affects clear
-Big data blocks can now processed on multiple cpu cores
-Default viewport is fixed with SDL's buggy window init
-A small speed improvement in vertex processing
-A matrix calculation bug fixed with some complex matrixes
-Direct access to Directx's Hardware T&L pipeline in some situations
-Texture loading time improved for big textures.
-Perspective vertex flickering fixed
-Around total 50-300% speed-up.
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