That's almost what I did, I downloaded the TurboGL, installed it with all my OpenGL games, but in Quake3 I removed "OpenGL32.dll" afterwards, and so now q3a is running at 70fps, and q2 at 100fps.... Parfait!
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5.50.010 Q2 problems, Q3 working fine!
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Silverflame, the symtoms of the rainbows in Q2 is similar to the GLQuake one. The problem seems to be in the dynamic lights handling. When some lightsource casts light on textures, the textures go disco-style. In GLQuake, you can workaround the problem by disabling dynamic lights. But all other 3d cards don't have the problem with dynamic lights in GLQuake so it really tells that something is wrong in Matrox OGL ICD. If the TurboGL works fine, then maybe Matrox should do a comparative check between the ICD and TGL texture lighting routines?
Look for my machine info in the .sig, though I before had a SB16Value and it gave the same results, so I don't think that SBLive could be the culprit.
.Tumu
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Celeron 333 (not overclocked), GigaByte 6BXE Intel 440BX AGPset (bios v3.4),
64MB PC100 RAM, G200 AGP 8MB SGRAM (not overclocked, a fan, bios v2.6),
PD5.50, SB Live! Value, 3COM Fast EtherLink XL, Sony Multiscan 100ES, HP8210i
Win95OSR2.1 finnish
Celeron 333 (not overclocked), GigaByte 6BXE Intel 440BX AGPset (bios v3.4),
64MB PC100 RAM, nVidia TNT2 32M (was G200 AGP 8MB SGRAM), SB Live! Value LW3.1, 3COM Fast EtherLink XL, Sony Multiscan 100ES, HP8210i
Win98 finnish
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