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No "PowerVR Extreme" MiniGL driver? #5
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I'm puzzled as to where the code for that is. I just did a very grep in the version control repository (searching for minigl or quake*) but couldn't see anything. I don't even recall who worked on it - it might even have been NEC, in which case IMG possibly never had the source. *The only reference I could see for quake is in "dregion.c" |
The most unique strings I can think of that'd tie to the driver is "glkatana.exe" and "POWERVR_set_global_palette" |
I've tried those too, but no luck. (I did briefly try "gl" but, no surprises, that doesn't narrow down the field very much). I'll see if any of the other "old timers" at work can recall. |
Good news and bad news. GN: I managed to get in touch with an ex-colleague ... |
Simon - I remember when the MiniGL lib was written. I can email you a linkedin link that I'm 99% sure is the guy. |
Any update? |
Many thanks - I've sent a message to him |
Seems absent. I assume that was a NEC-developed project?
Currently to PCX2-using retrocomputing hobbyists, there's two MiniGLs that get used, the "GLQuake driver" released separately as support patches for Half-Life, Hexen II, and coming with Quake2 and Sin; and the Techland-developed SGL MiniGL driver from Crime Cities. While the latter works with more non-Quake GL games (and really surprising when it does work), it doesn't have any blending function workarounds, paletted texture support or polygonoffset/depthrange/etc.
The missing source of the MiniGL driver isn't that a huge of a deal since there's enough here to start writing a new, possibly better one.
Just wondering. :)
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