WGL_3DFX_gamma_control

New ideas and suggestions.
WhiteMagicRaven
Posts: 98
Joined: Sun Feb 28, 2010 11:10 pm

WGL_3DFX_gamma_control

Postby WhiteMagicRaven » Wed Oct 09, 2013 7:14 am

Well some games use it some doesn't.
Did nGlide already have it?
Also this is simply
http://homepage.ntlworld.com/neal.tring ... /docs.html
3dfx have wglSetDeviceGammaRamp3DFX and wglGetDeviceGammaRamp3DFX
that is identetical to windows functions
SetDeviceGammaRamp and GetDeviceGammaRamp.

So there is exist games that use WindowsGamma? and it Work under 3dfx? or it fail?

Functions can be replaced and it safe, for example if i use hexeditor and replace wglSetDeviceGammaRamp3DFX to
SetDeviceGammaRamp it will work and another way too.

Gamecollector
Posts: 941
Joined: Fri Jan 07, 2011 9:29 am

Re: WGL_3DFX_gamma_control

Postby Gamecollector » Wed Oct 09, 2013 1:15 pm

Which game can work as a test?
The trouble is - there are same 16 OGL extensions in 3dfxvgl with a real Voodoo2 and with a nGlide...
Attachments
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2 Voodoo2 12 MB (SLI), Win2k drivers 1.02.00 (XpProSp3).

WhiteMagicRaven
Posts: 98
Joined: Sun Feb 28, 2010 11:10 pm

Re: WGL_3DFX_gamma_control

Postby WhiteMagicRaven » Wed Oct 09, 2013 5:36 pm

Well i am seen it on Soldier of Fortune II and Star Trek Voyager Elite Force,
Without these function in 3dfx or windows equal function
game looks dark.

For example if you use in quake 3
r_ignorehwgamma 1
vid_restart

two in console command write above, you will see game will not satisfy with brightness.
Well i am first should test it, after leave message, now i know how to, wil i edit this message exist it or not =)


!!!!!Well you right WGL_#DFX_gamma_control exist in nglide, but other problem i spot in quake 3
!!!!!Is Random poligon disappearing , a lot of polygons invisible


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