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WGL_3DFX_gamma_control

Posted: Wed Oct 09, 2013 7:14 am
by WhiteMagicRaven
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.

Re: WGL_3DFX_gamma_control

Posted: Wed Oct 09, 2013 1:15 pm
by Gamecollector
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...

Re: WGL_3DFX_gamma_control

Posted: Wed Oct 09, 2013 5:36 pm
by WhiteMagicRaven
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