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Old January 15th, 2002   #1 (permalink)
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gpuNextGL v1.7

Lots of useful updates in this release, definitely a recommended upgrade if you're currently using NextGL v1.6!

Here's a list of changes from the readme file:

- Changed the registry configuration system, more error detection, always reads the registry before configuring.
- Made all primitive drawing functions macros for more speed
- Changed the quad rendering code (for all types of quads) to actually render everything at once and not as two seperate triangles.
- Unrolled all primitive loops for greater speed.
- Fixed palettized texture page depth adjustment crash bug when palettized textures are not supported by a video card. It now correctly adjusts to 32-bit automaticaly.
- Finally fixed the problem that Win2K/XP users have been having with the configuration!
- Added some code to help out with the timing of interlaced and non interlaced display modes.
- Fixed the frame limitation code. It seems to be working really well The "Frame limitation" button in the main config window is working again!
- Added automatic frame limitation for NSTC and PAL display modes.
- Added frame skipping. It isn't the best, but it works ok for now!
- Added cool new logo in the "about" dialog
- Made the post bilinear filtering more proportional. This should fix some distortion.
- Fixed the "burn in," feedback, flashing, and color saturation side effects of the screen filtration modes. They look great now without these particular defects that were present in v1.6! But please note that this fix requires an OpenGL extension to be present in order for it to work. I'm not completely sure which cards support it, but I can say for sure that most nVIDIA (TNT2 and newer) cards do support this feature.
- Updated the FAQ.

You can download it from here!
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Old January 15th, 2002   #2 (permalink)
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ooh, I just downloaded it now!

wait for my standard MGS picks

-liquid
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Old January 15th, 2002   #3 (permalink)
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great! and thank god for the frame limiter, the only reason why i couldn't use nextgl was because my games run at hyper speed.. no problem with that now.. time for testing..
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Old January 15th, 2002   #4 (permalink)
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Hmm,
You are really working hard these days nickk.
next gl, next soft and next 3d (I hope 1.2 is coming soon).
Nice job.Keep it up.
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Old January 15th, 2002   #5 (permalink)
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hmmm

Time to make corrections to the guides....nice work NikK
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Old January 15th, 2002   #6 (permalink)
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Great work Nickk!!! Now the configuration can be saved!

Last edited by Snake785; January 15th, 2002 at 20:50.
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Old January 15th, 2002   #7 (permalink)
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Quote:
Originally posted by Snake785
Great work Nickk!!! Now the configuration can be saved!
Finally!
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Old January 16th, 2002   #8 (permalink)
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Quote:
Originally posted by NickK


Finally!
finally, finally what? a new nextd3d? ^^
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Old January 16th, 2002   #9 (permalink)
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Quote:
Originally posted by Shadow Lady


finally, finally what? a new nextd3d? ^^
finally the settings in NextGL stay saved in Windows 2000 (and probably XP too).

Last edited by Snake785; January 16th, 2002 at 01:58.
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Old January 16th, 2002   #10 (permalink)
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Quote:
Originally posted by Shadow Lady


finally, finally what? a new nextd3d? ^^
Oh, I'll start working on that this weekend
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Old January 16th, 2002   #11 (permalink)
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i'm so excited to to test it
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Old January 16th, 2002   #12 (permalink)
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hmm

Changes have been made to the NextGL guide to reflect changes made in version 1.7

Mission complete for now....
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Old January 16th, 2002   #13 (permalink)
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Re: gpuNextGL v1.7

Quote:
Originally posted by NickK
Lots of useful updates in this release, definitely a recommended upgrade if you're currently using NextGL v1.6!

Here's a list of changes from the readme file:

- Changed the registry configuration system, more error detection, always reads the registry before configuring.
- Made all primitive drawing functions macros for more speed
- Changed the quad rendering code (for all types of quads) to actually render everything at once and not as two seperate triangles.
- Unrolled all primitive loops for greater speed.
- Fixed palettized texture page depth adjustment crash bug when palettized textures are not supported by a video card. It now correctly adjusts to 32-bit automaticaly.
- Finally fixed the problem that Win2K/XP users have been having with the configuration!
- Added some code to help out with the timing of interlaced and non interlaced display modes.
- Fixed the frame limitation code. It seems to be working really well The "Frame limitation" button in the main config window is working again!
- Added automatic frame limitation for NSTC and PAL display modes.
- Added frame skipping. It isn't the best, but it works ok for now!
- Added cool new logo in the "about" dialog
- Made the post bilinear filtering more proportional. This should fix some distortion.
- Fixed the "burn in," feedback, flashing, and color saturation side effects of the screen filtration modes. They look great now without these particular defects that were present in v1.6! But please note that this fix requires an OpenGL extension to be present in order for it to work. I'm not completely sure which cards support it, but I can say for sure that most nVIDIA (TNT2 and newer) cards do support this feature.
- Updated the FAQ.

You can download it from here!
wow! now that'a a change!

I already added it to my pack, I'm just waiting to be able to upload it.....

hey, it would be a good idea a d3d 1.7 also
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Old January 17th, 2002   #14 (permalink)
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Re: hmm

Quote:
Originally posted by Dark Watcher
Changes have been made to the NextGL guide to reflect changes made in version 1.7

Mission complete for now....
Great
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Old January 17th, 2002   #15 (permalink)
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Quote:
Originally posted by FireGL
i'm so excited to to test it
Um, please tell me if you have any problems! Thanks
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Old January 17th, 2002   #16 (permalink)
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When I play in full screen mode (any res) the screen flickers like mad. The only why to stop it from flickering is to use any screen filter. It works fine in windowed mode though.
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Old January 18th, 2002   #17 (permalink)
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if i remember correctly Enabling Block Transfer in OpenGL properties should fix that..
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Last edited by Xeven; January 18th, 2002 at 00:38.
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Old January 18th, 2002   #18 (permalink)
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Thumbs up

Thanks a lot! It doesn't flicker anymore!
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Old January 24th, 2002   #19 (permalink)
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when next3d v1.2 release?
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Old January 24th, 2002   #20 (permalink)
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Quote:
Originally posted by Stevenlcw
when next3d v1.2 release?
This friday after my chemistry exam
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