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Software News   Software News : MiniGL V1.5. MiniGL gets display lists.
   posted by Hans on 14-Nov-2007 1:33:08 (13911 reads)
I'm pleased to announce that I have updated MiniGL to add display lists, and made a few other improvements too. MiniGL is a 3D API which is compatible to OpenGL(tm). It implements a subset of that API and was designed for speed, therefore it directly interfaces with Warp3D. This also means that there is currently no software mode.

The file is currently in the os4depot upload queue: http://os4depot.net/download.php?file=queue/minigl.lha.

I'd appreciate it if everyone would test this version, particularly developers. Any bug-reports, feature requests, or other comments, just send them to me (tokens of appreciation also accepted, but not necesary ).

Update: a new version (V1.5.1) is available on os4depot.



Changes in this version
-----------------------
- MiniGL now supports display lists
- GL_NORMALIZE support added
- Added a watchdog timer to the smart locking mode (MGL_LOCK_SMART). Audio
should now playback smoothly when running OpenGL applications.
NOTES:
- Only works if "Interrupt=Yes" is set in the Radeon monitor tooltypes
- This has only been tested on a Radeon 9000 card
- This cannot guarantee that audio stuttering won't occur.
- Fixed a bug that would cause only the first quad in a quad-strip to render
(resulting in missing surfaces)
- Fixed flat shading of tri-strips and quad-strips

Credits:
--------

Authors:
Hans-Jörg Frieden
Thomas Frieden

Contributions:
Hans de Ruiter (version 1.5)
Christian "Surgeon" Michael
Massimiliano Tretene
Joe Sera
Frank Wille
Steffen Häuser
Kris Collingwood
    

STORYID: 4060
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PosterThread
AmigaPapst 
Re: MiniGL V1.5. MiniGL gets display lists.
Posted on 15-Nov-2007 15:45:58
#41 ]
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Joined: 2-Nov-2003
Posts: 637
From: Amigavatikan

@Hans
I get the version 1.5.1. But the programm version say only 1.5 19.12.2006

Last edited by AmigaPapst on 15-Nov-2007 at 03:47 PM.


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Mufa 
Re: MiniGL V1.5. MiniGL gets display lists.
Posted on 15-Nov-2007 15:49:12
#42 ]
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From: Poland

@Hans

Freespace 2 no public port. Presents AmiGBG 2005:

http://amigaworld.net/modules/features/index.php?op=r&cat_id=1&rev_id=130&sort_by

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Mufa 
Re: MiniGL V1.5. MiniGL gets display lists.
Posted on 15-Nov-2007 15:55:48
#43 ]
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Joined: 24-Jan-2004
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From: Poland

@AmigaPapst

Have you how many memory?
Quake III strongly recommended 512MB ram. 170MB free, absolutely minimum.

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AmigaPapst 
Re: MiniGL V1.5. MiniGL gets display lists.
Posted on 15-Nov-2007 16:01:38
#44 ]
Cult Member
Joined: 2-Nov-2003
Posts: 637
From: Amigavatikan

I have 512 MB Ram. This is not a memory problem. I think the Quake 3 Port is very dirty. The frieden brothers mentioned this already.
Please post you timedemo test with Quake 3 in this list, thanks.


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Hans 
Re: MiniGL V1.5. MiniGL gets display lists.
Posted on 15-Nov-2007 17:04:05
#45 ]
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Joined: 27-Dec-2003
Posts: 5098
From: New Zealand

@AmigaPapst

I didn't update the version number in MiniGL itself. The README file says V1.5.1 though.

When you say freezes in the menus, do you mean a complete freeze? or a temporary one? I seem to recall someone mentioned menu freezes before (in older versions). Please remember that it's a very quick and dirty port so there are issues with it. Wasn't someone working on improving it?

The slight slowdown is to be expected. In order to prevent audio stuttering, the Warp3D context must be locked/unlocked more often.

Hans


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Mufa 
Re: MiniGL V1.5. MiniGL gets display lists.
Posted on 15-Nov-2007 17:10:59
#46 ]
Member
Joined: 24-Jan-2004
Posts: 70
From: Poland

@ AmigaPapst

24.6 fps (AONE G4XE 933Mhz, Radeon 9000Pro, 512MB ram)

My old test (with only 256MB and old minigl.library) 29fps.

Hmm

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AmigaPapst 
Re: MiniGL V1.5. MiniGL gets display lists.
Posted on 15-Nov-2007 18:07:44
#47 ]
Cult Member
Joined: 2-Nov-2003
Posts: 637
From: Amigavatikan

@Hans
Total freeze. Only a hardreset help.
The menu freezes with older minigl versions also, but with the new library is extrem.

>Wasn't someone working on improving it?

I think no, the frieden brothers create this port and have no time at the moment to improving. Ask them if you want to work on the source.

>The slight slowdown is to be expected.

Why?
DL give much more speed or?
Look at there:
http://www.lighthouse3d.com/opengl/displaylists


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xeron 
Re: MiniGL V1.5. MiniGL gets display lists.
Posted on 15-Nov-2007 18:15:22
#48 ]
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Posts: 2440
From: Weston-Super-Mare, Somerset, England, UK, Europe, Earth, The Milky Way, The Universe

Display lists only speed things up if you use them.

Since that Quake port was based on MiniGL that didn't support display lists, it doesn't use them.


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AmigaPapst 
Re: MiniGL V1.5. MiniGL gets display lists.
Posted on 15-Nov-2007 18:17:12
#49 ]
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Joined: 2-Nov-2003
Posts: 637
From: Amigavatikan

@xeron
Ah ok, thank you for this information.

I hope someone will create a Quake 3 port with display lists.

Last edited by AmigaPapst on 15-Nov-2007 at 06:18 PM.


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NutsAboutAmiga 
Re: MiniGL V1.5. MiniGL gets display lists.
Posted on 15-Nov-2007 18:36:40
#50 ]
Elite Member
Joined: 9-Jun-2004
Posts: 12933
From: Norway

@AmigaPapst

Normally display lists are put in to video memory, I think some graphics cards can use this directly, but not on AmigaOS4.

The beigest problem her is that we have MiniGL is a kind of wrapper on top Warp3D, so in other word, there are no speed benefits because display lists are never put in to videomemory, if I under stand this correctly, the only benefit is that now you don’t need remove support for display lists, hopefully this makes poring easy and writing new 3D programs, and when new Mesa based hardware drives comes, then display list might be moved over to graphic cards memory, giving games the extra boost they need.

Last edited by NutsAboutAmiga on 16-Nov-2007 at 04:28 PM.
Last edited by NutsAboutAmiga on 16-Nov-2007 at 04:26 PM.


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Hans 
Re: MiniGL V1.5. MiniGL gets display lists.
Posted on 15-Nov-2007 18:46:51
#51 ]
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Joined: 27-Dec-2003
Posts: 5098
From: New Zealand

@AmigaPapst

I have no plans to work on the Quake III port. IIRC, someone did in fact take the source-code and start looking at improving it (possibly over on amigans.net).

I've already explained why it's slightly slower above. It's due to the additional locking/unlocking of the Warp3D context. There's a lot of overhead due to Picasso96 not knowing anything about 3D; consequently, Warp3D has to reinitialize a lot of stuff every time (see more here. The only way around this is a new graphics system which supports 3D properly. That's probably going to be part of Amiga OS4.1.

Please note that display lists won't give any performance improvements, even if you do use them. MiniGL simply records the commands, and then executes them. There are no graphics-driver optimizations. AFAIK, MESA does the same thing (possibly even slower, StormMESA uses a dirty big switch statement to execute calls). The only situation in which display lists are faster is if drawing routines compute vertices on the fly (e.g. glVertex2f(sin(theta), cos(theta)), because the values are recorded and used directly, instead of recomputed every time.

My advice to people writing things from scratch is to not use display lists, but use vertex arrays instead. They are faster; plus that could allow you to use vertex buffers in MESA (which are even faster). Also, MiniGL's flat shading is actually slower than the smooth shading, due to having to call W3D_SetCurrentColor() for every polygon.

Hans


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Hans 
Re: MiniGL V1.5. MiniGL gets display lists.
Posted on 15-Nov-2007 18:48:41
#52 ]
Elite Member
Joined: 27-Dec-2003
Posts: 5098
From: New Zealand

@Mufa
Quote:

@Hans

Freespace 2 no public port. Presents AmiGBG 2005:

http://amigaworld.net/modules/features/index.php?op=r&cat_id=1&rev_id=130&sort_by


That's a pity, as I would have liked to try this one. In particular, they mention audio stuttering in that link. I'd like to know if my MiniGL update solved this one (or at least reduced it).

Hans

Last edited by Hans on 15-Nov-2007 at 06:49 PM.


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Chip 
Re: MiniGL V1.5. MiniGL gets display lists.
Posted on 15-Nov-2007 22:23:13
#53 ]
Cult Member
Joined: 4-Mar-2005
Posts: 574
From: Budapest, Hungary

@Hans:

Yes, it fixes the problem. But something is trashing the memory... Don't know what I need to investigate more on this. It is killing the memory lists which is pretty bad.
Anyway, nice work!
Thanks!

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ZeroG 
Re: MiniGL V1.5. MiniGL gets display lists.
Posted on 16-Nov-2007 12:45:34
#54 ]
Cult Member
Joined: 16-Jul-2004
Posts: 544
From: Germany

@Hans / AmigaPapst

Radov was working on Q3:
http://amigaworld.net/modules/newbb/viewtopic.php?topic_id=22540&forum=32
http://www.amigans.net/modules/newbb/viewtopic.php?viewmode=flat&type=&topic_id=596&forum=11

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EntilZha 
Re: MiniGL V1.5. MiniGL gets display lists.
Posted on 16-Nov-2007 13:07:38
#55 ]
OS4 Core Developer
Joined: 27-Aug-2003
Posts: 1679
From: The Jedi Academy, Yavin 4

Quote:
Since that Quake port was based on MiniGL that didn't support display lists, it doesn't use them.


Considering that none of the Quake versions ever supported display lists, it doesn't matter at all, really.


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Radov 
Re: MiniGL V1.5. MiniGL gets display lists.
Posted on 16-Nov-2007 13:23:09
#56 ]
Regular Member
Joined: 22-Aug-2006
Posts: 139
From: Poland

@ZeroG
I knew that someone will dig it up

Ok. I owe You all some news:
- new version of QIII game is not canceled - but paused. There's (unfornatelly) very good reason: I'm going to finish my highschool in a few months and have to spend all my free time on the graduate work.

As far - I made some attempts to port that game. It allows me to gain some necessary experiances. Last sources were 'almost' able to load and render some of the Quake3 data files (nothing impresive if I have to be honest ) - but it was 'dead end'.
In my actual approach I'm going to create something that may be called "universal 3D engine" with the ability of reading QuakeIII data files. The main goal is to provide You with well documented, easy tu understand sources of a 3D game engine. It will be easy to add new modifications such: diffrent GUI, render effects, game physics (and much more).
Hope to show You something working in a near future

Best regards,
Radov


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AmigaBlitter 
Re: MiniGL V1.5. MiniGL gets display lists.
Posted on 17-Nov-2007 16:42:26
#57 ]
Elite Member
Joined: 26-Sep-2005
Posts: 3514
From: Unknown

@hans
@rogue
@entilzha

What is next step for a complete set of OpenGL libray on OS4?


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Hans 
Re: MiniGL V1.5. MiniGL gets display lists.
Posted on 17-Nov-2007 23:12:14
#58 ]
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Joined: 27-Dec-2003
Posts: 5098
From: New Zealand

@AmigaBlitter

A new graphics system and a full MESA port. Warp3D is not going to be updated any more. MiniGL might be updated a bit in the mean time, but ultimately, MESA is the way to go.

Hans


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Rogue 
Re: MiniGL V1.5. MiniGL gets display lists.
Posted on 18-Nov-2007 9:46:05
#59 ]
OS4 Core Developer
Joined: 14-Jul-2003
Posts: 3999
From: Unknown

Quote:
A new graphics system and a full MESA port. Warp3D is not going to be updated any more. MiniGL might be updated a bit in the mean time, but ultimately, MESA is the way to go.


Nothing to add, really. Seeing that MESA is at OpenGL 2.1 now and will probably be 3.0 at one point, there is no point in trying anything else.


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NutsAboutAmiga 
Re: MiniGL V1.5. MiniGL gets display lists.
Posted on 18-Nov-2007 11:15:54
#60 ]
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Joined: 9-Jun-2004
Posts: 12933
From: Norway

@Rogue

Does OpenGL 3.0 have lots whit common whit OpenGL 2.1?

Is it worth porting to the 2.1 API, or is better to wait for th 3.0 API? what do you think?

or is irrelevant because hardware layer (driver layer), can the 2.1 and 3.0 API exist at the same time in the system?


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