[SATLUG] Re-threaded: Linux Gaming

Jonathan Hull masterr at gmail.com
Sat May 31 23:43:28 CDT 2008


On Fri, May 30, 2008 at 5:29 PM, John Choate <jdchoate at gmail.com> wrote:
> On Friday 30 May 2008 07:36:26 Jonathan Hull wrote:
>> On 5/29/08, pixelnate at gmail.com <pixelnate at gmail.com> wrote:
>> > On Thu, 2008-05-29 at 12:14 -0500, John Choate wrote:
>> >  > I've always preferred opengl to direct3d, even if I was missing out on
>> >  > some new eye candy. OpenGL games always seemed to render objects so
>> >  > they ended up looking solid, while direct3d objects always seemed thin
>> >  > and 'hollow' to me.
>> >
>> > Yeah, but Direct3D has some nifty effects available for developers
>> >  (pixel shaders, particles, etc.). MS does a great job with DirectX. At
>> >  least from an end user perspective. The games on the PC are so much
>> >  better, graphically, than those on the console. I guess that's why I
>> >  never got into console gaming.
>> >
>> >  While I prefer not to use Windows for work, IMHO there just isn't a
>> >  better gaming platform.
>> >
>> >
>> >  ~Nate
>> >
>> >
>> >  --
>> >  _______________________________________________
>> >  SATLUG mailing list
>> >  SATLUG at satlug.org
>> >  http://alamo.satlug.org/mailman/listinfo/satlug to unsubscribe
>> >  Powered by Rackspace (www.rackspace.com)
>>
>> I am pretty sure OpenGL supports both pixel shaders and particles.
>>
>> -Jon
>
> This is the GLX 1.4 and OpenGL 2.1.2 extensions info listed in nvidia-settings
> on my laptop. Anybody know which OpenGL 2.1.2 extensions are for pixel
> shaders and particles?
>
> GLX Information
>   Direct Rendering:    Yes
>   GLX Extensions:      GLX_EXT_visual_info
>                                GLX_EXT_visual_rating
>                                GLX_SGIX_fbconfig
>                                GLX_SGIX_pbuffer
>                                GLX_SGI_video_sync
>                                GLX_SGI_swap_control
>                                GLX_EXT_texture_from_pixmap
>                                GLX_ARB_multisample
>                                GLX_NV_float_buffer
>                                GLX_ARB_fbconfig_float
>                                GLX_ARB_get_proc_address
>
> Server GLX Information
>   Vendor:                      NVIDIA Corporation
>   Version:                     1.4
>   Extensions:          GLX_EXT_visual_info
>                                GLX_EXT_visual_rating
>                                GLX_SGIX_fbconfig
>                                GLX_SGIX_pbuffer
>                                GLX_SGI_video_sync
>                                GLX_SGI_swap_control
>                                GLX_EXT_texture_from_pixmap
>                                GLX_ARB_multisample
>                                GLX_NV_float_buffer
>                                GLX_ARB_fbconfig_float
>
> Client GLX Information
>   Vendor:                      NVIDIA Corporation
>   Version:                     1.4
>   Extensions:          GLX_ARB_get_proc_address
>                                GLX_ARB_multisample
>                                GLX_EXT_visual_info
>                                GLX_EXT_visual_rating
>                                GLX_EXT_import_context
>                                GLX_SGI_video_sync
>                                GLX_NV_swap_group
>                                GLX_NV_video_out
>                                GLX_SGIX_fbconfig
>                                GLX_SGIX_pbuffer
>                                GLX_SGI_swap_control
>                                GLX_NV_float_buffer
>                                GLX_ARB_fbconfig_float
>                                GLX_EXT_fbconfig_packed_float
>                                GLX_EXT_texture_from_pixmap
>                                GLX_EXT_framebuffer_sRGB
>
> OpenGL Information
>   Vendor:                      NVIDIA Corporation
>   Renderer:            GeForce 7150M / nForce 630M/PCI/SSE2/3DNOW!
>   Version:                     2.1.2 NVIDIA 169.12
>   Extensions:          GL_ARB_color_buffer_float
>                                GL_ARB_depth_texture
>                                GL_ARB_draw_buffers
>                                GL_ARB_fragment_program
>                                GL_ARB_fragment_program_shadow
>                                GL_ARB_fragment_shader
>                                GL_ARB_half_float_pixel
>                                GL_ARB_imaging
>                                GL_ARB_multisample
>                                GL_ARB_multitexture
>                                GL_ARB_occlusion_query
>                                GL_ARB_pixel_buffer_object
>                                GL_ARB_point_parameters
>                                GL_ARB_point_sprite
>                                GL_ARB_shadow
>                                GL_ARB_shader_objects
>                                GL_ARB_shading_language_100
>                                GL_ARB_texture_border_clamp
>                                GL_ARB_texture_compression
>                                GL_ARB_texture_cube_map
>                                GL_ARB_texture_env_add
>                                GL_ARB_texture_env_combine
>                                GL_ARB_texture_env_dot3
>                                GL_ARB_texture_float
>                                GL_ARB_texture_mirrored_repeat
>                                GL_ARB_texture_non_power_of_two
>                                GL_ARB_texture_rectangle
>                                GL_ARB_transpose_matrix
>                                GL_ARB_vertex_buffer_object
>                                GL_ARB_vertex_program
>                                GL_ARB_vertex_shader
>                                GL_ARB_window_pos
>                                GL_ATI_draw_buffers
>                                GL_ATI_texture_float
>                                GL_ATI_texture_mirror_once
>                                GL_S3_s3tc
>                                GL_EXT_texture_env_add
>                                GL_EXT_abgr
>                                GL_EXT_bgra
>                                GL_EXT_blend_color
>                                GL_EXT_blend_equation_separate
>                                GL_EXT_blend_func_separate
>                                GL_EXT_blend_minmax
>                                GL_EXT_blend_subtract
>                                GL_EXT_compiled_vertex_array
>                                GL_EXT_Cg_shader
>                                GL_EXT_depth_bounds_test
>                                GL_EXT_draw_range_elements
>                                GL_EXT_fog_coord
>                                GL_EXT_framebuffer_blit
>                                GL_EXT_framebuffer_multisample
>                                GL_EXT_framebuffer_object
>                                GL_EXT_gpu_program_parameters
>                                GL_EXT_multi_draw_arrays
>                                GL_EXT_packed_depth_stencil
>                                GL_EXT_packed_pixels
>                                GL_EXT_pixel_buffer_object
>                                GL_EXT_point_parameters
>                                GL_EXT_rescale_normal
>                                GL_EXT_secondary_color
>                                GL_EXT_separate_specular_color
>                                GL_EXT_shadow_funcs
>                                GL_EXT_stencil_two_side
>                                GL_EXT_stencil_wrap
>                                GL_EXT_texture3D
>                                GL_EXT_texture_compression_s3tc
>                                GL_EXT_texture_cube_map
>                                GL_EXT_texture_edge_clamp
>                                GL_EXT_texture_env_combine
>                                GL_EXT_texture_env_dot3
>                                GL_EXT_texture_filter_anisotropic
>                                GL_EXT_texture_lod
>                                GL_EXT_texture_lod_bias
>                                GL_EXT_texture_mirror_clamp
>                                GL_EXT_texture_object
>                                GL_EXT_texture_sRGB
>                                GL_EXT_timer_query
>                                GL_EXT_vertex_array
>                                GL_IBM_rasterpos_clip
>                                GL_IBM_texture_mirrored_repeat
>                                GL_KTX_buffer_region
>                                GL_NV_blend_square
>                                GL_NV_copy_depth_to_color
>                                GL_NV_depth_clamp
>                                GL_NV_fence
>                                GL_NV_float_buffer
>                                GL_NV_fog_distance
>                                GL_NV_fragment_program
>                                GL_NV_fragment_program_option
>                                GL_NV_fragment_program2
>                                GL_NV_framebuffer_multisample_coverage
>                                GL_NV_half_float
>                                GL_NV_light_max_exponent
>                                GL_NV_multisample_filter_hint
>                                GL_NV_occlusion_query
>                                GL_NV_packed_depth_stencil
>                                GL_NV_pixel_data_range
>                                GL_NV_point_sprite
>                                GL_NV_primitive_restart
>                                GL_NV_register_combiners
>                                GL_NV_register_combiners2
>                                GL_NV_texgen_reflection
>                                GL_NV_texture_compression_vtc
>                                GL_NV_texture_env_combine4
>                                GL_NV_texture_expand_normal
>                                GL_NV_texture_rectangle
>                                GL_NV_texture_shader
>                                GL_NV_texture_shader2
>                                GL_NV_texture_shader3
>                                GL_NV_vertex_array_range
>                                GL_NV_vertex_array_range2
>                                GL_NV_vertex_program
>                                GL_NV_vertex_program1_1
>                                GL_NV_vertex_program2
>                                GL_NV_vertex_program2_option
>                                GL_NV_vertex_program3
>                                GL_NVX_conditional_render
>                                GL_SGIS_generate_mipmap
>                                GL_SGIS_texture_lod
>                                GL_SGIX_depth_texture
>                                GL_SGIX_shadow
>                                GL_SUN_slice_accum
> --
> _______________________________________________
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>


"Anybody know which OpenGL 2.1.2 extensions are for pixel shaders and
particles?"

GL_ARB_fragment_shader

According to Wikipedia:
'DirectX uses the term "pixel shader," while OpenGL uses the term
"fragment shader."'

-Jon


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