Version 1.1.0.1: www.oldunreal.com/betatest/XOpenGL1.1.0.1_UT4.36.zip
Revision history: Fixed some minor issue, other optimization settings.
Version 1.1.0.0: www.oldunreal.com/betatest/XOpenGL1.1.0.0_UT4.36.zip
Revision history: Overworked a lot of things, better performance, improved shaders. Bumpmaps (Normalmaps) should be working once added to a texture (in UED). Added new option "SyncToDraw" which enforces OpenGL to finish drawing at the end of a call to wait for the engine. This will reduce FPS - quite some - but eliminate input lag. Happy testing
Version 1.0.0.9: www.oldunreal.com/betatest/XOpenGL1.0.0.9_UT4.36.zip
Revision history: Added OpenGLVersion option, to switch between OpenGL3.3 Core and OpenGLES3.0, some (low end) graphics card rather support GL ES than 3.3 Core, also performance may differ for these. Some OpenGL extensions like UseBufferInvalidation are unavailable for ES though.
Moved some intensive calculations into shaders (GPU) in order to reduce CPU usage quite some, this will increase overall performance especially for weaker CPU's when using XOpenGL.
Version 1.0.0.8: www.oldunreal.com/betatest/XOpenGL1.0.0.8_UT4.36.zip
Revision history: Fixed hopefully remaining fogging issues, fixed some performance issue causing very short stuttering sometimes, fixed some memory cleanup issue. Shader cleanups, using a global include now.
Thanks to han, sharing experience and code, I was able to integrate full support for UED.
Version 1.0.0.7: www.oldunreal.com/betatest/XOpenGL1.0.0.7_UT4.36.7z
Revision history: Fixed some fogging issues in combination with PolyFlags such as Masked, Translucent, Modulated. Some shader fixes. As a first renderer ever in UT (I think?) I added support for DetailTextures on Meshes (yes, also UT uses this quite some on Meshes originated in Unreal). Added "GenerateMipmaps" option, which will replace the original mipmaps with newly by OpenGL created mipmaps in order to improve visual quality, especially in SkyBoxes. However, still testing this feature, so it's false by default. Feedback welcome.
Version 1.0.0.6: www.oldunreal.com/betatest/XOpenGL1.0.0.6_UT4.36.7z
Revision history: Fix for some drivers/graphic cards crashing on startup when trying to compile shaders with an uint error message.
Version 1.0.0.5: www.oldunreal.com/betatest/XOpenGL1.0.0.5_UT4.36.7z
Revision history: Color adjustments, Gamma adjustments, fixed Meshes always unlit, fixed some issues with fogging. Gamma won't affect desktop brightness anymore.
Version 1.0.0.4: www.oldunreal.com/betatest/XOpenGL1.0.0.4_UT4.36.7z
Revision history: fixed some problem with rendering PF_TwoSided, fixed some issue with DrawComplexSurface texturing (i.e. with DetailTextures). Some brightness adjustments
Version 1.0.0.3: www.oldunreal.com/betatest/XOpenGL1.0.0.3_UT4.36.7z
Revision history: Fixed the Z problem in "Character creation", added "NoAATiles" option, added "NoBuffering" option (for bugtesting only, severely hurts performance, but can be disabled in order to identify possible problems with it), added "UseBufferInvalidation" option (OpenGL4 capable cards only), fixed duplicate DetailTextures entry, the mirror problem and it seems the bleeding in the skybox as well. Fixed some rendering issue with PF_TwoSided causing weird color distortions. Also changed some fog setting, but needs some testing yet.
Version 1.0.0.2: www.oldunreal.com/betatest/XOpenGL1.0.0.2_UT4.36.7z
Revision history: Fixed some gamma issue, added an updated WinDrv.dll to fix the fullscreen issue, also including RawHID mouse support.
Version 1.0.0.1: www.oldunreal.com/betatest/XOpenGL1.0.0.1_UT4.36.7z
Revision history: This is the first official UT build of an entirely new and written from scratch OpenGL3 / OpenGL4 renderer. All functions currently in use are OpenGL3 yet though.
Known issues: for some reason switching fullscreen resolution fails until toggle fullscreen or restart.
Installation:
change [Engine.Engine] GameRenderDevice to
GameRenderDevice=XOpenGLDrv.XOpenGLRenderDevice
add the following section at the end of UnrealTournament.ini:
[XOpenGLDrv.XOpenGLRenderDevice]
AlwaysMipmap=False
ShareLists=False
DetailTextures=True
MacroTextures=True
BumpMaps=True
DescFlags=0
Description=
Coronas=True
ShinySurfaces=True
VolumetricLighting=True
RefreshRate=60
UseTrilinear=True
UsePrecache=False
LODBias=0.000000
GammaCorrectScreenshots=True
GammaOffsetScreenshots=0.700000
HighDetailActors=True
MaxAnisotropy=4
UseAA=True
NumAASamples=4
UseVSync=Adaptive
NoBuffering=False
NoAATiles=True
NoFiltering=False
UseBufferInvalidation=True
GenerateMipMaps=False
OpenGLVersion=Core
SyncToDraw=False
;Debug options below, only use for debugging purpose.
UseOpenGLDebug=False
DebugLevel=2
NoDrawGouraud=False
NoDrawComplexSurface=False
NoDrawTile=False
NoDrawSimple=False
the xopengl folder has to be placed into your UnrealTournament/System folder.
Enjoy!
License:
Copyright (c) Smirftsch, www.oldunreal.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, but not to sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
For sources, contact me.
The libs used in XOpenGLDrv are:
Code: Select all
http://glew.sourceforge.net/
The OpenGL Extension Wrangler Library
Copyright (C) 2002-2008, Milan Ikits
Copyright (C) 2002-2008, Marcelo E. Magallon
Copyright (C) 2002, Lev Povalahev
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
* The name of the author may be used to endorse or promote products
derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
THE POSSIBILITY OF SUCH DAMAGE.
Credits:
GLEW was developed by Milan Ikits and Marcelo Magallon. They also perform occasional maintainance to make sure that GLEW stays in mint condition. Aaron Lefohn, Joe Kniss, and Chris Wyman were the first users and also assisted with the design and debugging process. The acronym GLEW originates from Aaron Lefohn. Pasi Kärkkäinen identified and fixed several problems with GLX and SDL. Nate Robins created the wglinfo utility, to which modifications were made by Michael Wimmer.
Copyright
GLEW is originally derived from the EXTGL project by Lev Povalahev. The source code is licensed under the Modified BSD License, the Mesa 3-D License (MIT License), and the Khronos License (MIT License). The automatic code generation scripts are released under the GNU GPL.