OpenGL Wrapper Feedback is appreciated :)
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As you perhaps know, I'm really interested in porting OpenGL to Direct3D. In fact I've been talking only about that since when I've stepped in here (just a few days ago after all).
Well, it looks like there's really no OpenGL wrapper besides GLDirect, which won't allow us to play OpenGL2.0+ games. I've been searhcing around for a while now and no results, so I suppose it doesn't exist. I was struggling for a way to bypass this, when I stopped and told myself "Hey, you are good at programming, why don't you try it?".
And so, that's what I'm doing. I'm trying to write a wrapper which will allow OpenGL2.0+ games to be ported to Direct3D, and therefore nVidia 3D Vision. I have no knowledge of OpenGL(Direct3D, so this isn't going to be easy, but nothing worth doing is.
I've started just yesterday, so there's still a lot to do, and of couse, since I wrote it all by myself, my first goal is to make it 100% compatible with OpenGL1.0. Then I'll upate it as much as I can, trying to get decent results with newer versions.

[url="http://www.mediafire.com/?69l3qsn94cxw347"]http://www.mediafire.com/?69l3qsn94cxw347[/url]
Here's a download link, so you can see how I'm doing, and leave feedback (much appreciated).
I've included 3 samples I'm using to test it. One won't run at all, I still haven't covered instructions contained in it. The other 2 will run (a bit faster than their OpenGL counterparts, probably due to optimizations+differences).
Besides the samples, there are 3 folders: debug, final and fullscreen. You'll find dlls in both them. The final ones will run faster, while the debug ones will run slower, and print a massive amount of data into a log.txt file. The fullscreen version will force fullscreen on any application, which should automatically enable 3D vision.
Just use the final/fullscreen ones, unless you have problems. If that is, use the debug ones and send me the log, I'll fix that.

That's it, hope you like the idea.

NEWS:
-*I had to mess up with some functions, so now lists won't work temporarily (like in GLTitle.exe), and there are some mirroring problems to fix*;
-Runs QuakeI menus (still no 3d in game, just lots of flickering and random shapes);
-Increased compatibility, lots of fixes and improvements;
-Added basic texturing support;
-Added VERY basic lighting support (still to complete);
-Restructured code in a easier-to-manage-and-improve way;

TODO:
-Add shader support;
-Complete texturing support;
-Complete lighting support;
-Fix fog support;
-Optimize procedures to get maximum performance;
-Make it run with Quake/QuakeII;
As you perhaps know, I'm really interested in porting OpenGL to Direct3D. In fact I've been talking only about that since when I've stepped in here (just a few days ago after all).

Well, it looks like there's really no OpenGL wrapper besides GLDirect, which won't allow us to play OpenGL2.0+ games. I've been searhcing around for a while now and no results, so I suppose it doesn't exist. I was struggling for a way to bypass this, when I stopped and told myself "Hey, you are good at programming, why don't you try it?".

And so, that's what I'm doing. I'm trying to write a wrapper which will allow OpenGL2.0+ games to be ported to Direct3D, and therefore nVidia 3D Vision. I have no knowledge of OpenGL(Direct3D, so this isn't going to be easy, but nothing worth doing is.

I've started just yesterday, so there's still a lot to do, and of couse, since I wrote it all by myself, my first goal is to make it 100% compatible with OpenGL1.0. Then I'll upate it as much as I can, trying to get decent results with newer versions.



http://www.mediafire.com/?69l3qsn94cxw347

Here's a download link, so you can see how I'm doing, and leave feedback (much appreciated).

I've included 3 samples I'm using to test it. One won't run at all, I still haven't covered instructions contained in it. The other 2 will run (a bit faster than their OpenGL counterparts, probably due to optimizations+differences).

Besides the samples, there are 3 folders: debug, final and fullscreen. You'll find dlls in both them. The final ones will run faster, while the debug ones will run slower, and print a massive amount of data into a log.txt file. The fullscreen version will force fullscreen on any application, which should automatically enable 3D vision.

Just use the final/fullscreen ones, unless you have problems. If that is, use the debug ones and send me the log, I'll fix that.



That's it, hope you like the idea.



NEWS:

-*I had to mess up with some functions, so now lists won't work temporarily (like in GLTitle.exe), and there are some mirroring problems to fix*;

-Runs QuakeI menus (still no 3d in game, just lots of flickering and random shapes);

-Increased compatibility, lots of fixes and improvements;

-Added basic texturing support;

-Added VERY basic lighting support (still to complete);

-Restructured code in a easier-to-manage-and-improve way;



TODO:

-Add shader support;

-Complete texturing support;

-Complete lighting support;

-Fix fog support;

-Optimize procedures to get maximum performance;

-Make it run with Quake/QuakeII;

Getting nVidia 3D Vision by 20/07/11 -> -12 days as of 08/07/11 (hopefully sooner)



New computer specs (arriving together with nVidia 3D Vision)

Processor: i7 960 3.2GHz

Graphic Card: ASUS GTX590 3GB

RAM: 6x2GB DDR3 RAM 1333MHz

Storage: SSD 80GB+HDD 2TB Sata-III

Case: Aerocool XPredator EB

Monitor: Samsung SyncMaster 2233RZ 22" (+nVidia 3D Vision)

#1
Posted 07/06/2011 07:53 PM   
If you can make Amnesia: Dark Descent work in 3D you would be a legend among 3D owners =D
If you can make Amnesia: Dark Descent work in 3D you would be a legend among 3D owners =D

#2
Posted 07/06/2011 10:22 PM   
[quote name='Eightball' date='06 July 2011 - 11:22 PM' timestamp='1309990923' post='1261116']
If you can make Amnesia: Dark Descent work in 3D you would be a legend among 3D owners =D
[/quote]
Fun enough, I started this project right because I want to play Amnesia in 3D.
By the way, added support for fog (still a bit buggy tho, I'll have to figure it out) and working on lighting.
As soon as I'm done with these I'll add texturing and then will make it compatible with quake since I feel it's a good point to begin with.
Stay tuned /thumbup.gif' class='bbc_emoticon' alt=':thumbup:' />
[quote name='Eightball' date='06 July 2011 - 11:22 PM' timestamp='1309990923' post='1261116']

If you can make Amnesia: Dark Descent work in 3D you would be a legend among 3D owners =D



Fun enough, I started this project right because I want to play Amnesia in 3D.

By the way, added support for fog (still a bit buggy tho, I'll have to figure it out) and working on lighting.

As soon as I'm done with these I'll add texturing and then will make it compatible with quake since I feel it's a good point to begin with.

Stay tuned /thumbup.gif' class='bbc_emoticon' alt=':thumbup:' />

Getting nVidia 3D Vision by 20/07/11 -> -12 days as of 08/07/11 (hopefully sooner)



New computer specs (arriving together with nVidia 3D Vision)

Processor: i7 960 3.2GHz

Graphic Card: ASUS GTX590 3GB

RAM: 6x2GB DDR3 RAM 1333MHz

Storage: SSD 80GB+HDD 2TB Sata-III

Case: Aerocool XPredator EB

Monitor: Samsung SyncMaster 2233RZ 22" (+nVidia 3D Vision)

#3
Posted 07/06/2011 10:35 PM   
How about Quake 4? This is the one I would love to play (multiplayer). If you can get it done,set up a pay-pal and I will gladly DONATE. peace
How about Quake 4? This is the one I would love to play (multiplayer). If you can get it done,set up a pay-pal and I will gladly DONATE. peace

#4
Posted 07/07/2011 12:58 AM   
[quote name='shotgun10111' date='07 July 2011 - 01:58 AM' timestamp='1310000336' post='1261176']
How about Quake 4? This is the one I would love to play (multiplayer). If you can get it done,set up a pay-pal and I will gladly DONATE. peace
[/quote]
Let's not rush it tho, my first goal yet is to have full compatibility with GL1.0, but hopefully it won't take much.
And well, my last goal is full compatibility with GL4.0+, as I'd love to play Rage when it comes out in true 3d. I have a lot of free time now, so expect a lot of updates and news from here.

EDIT: By the way, Quake 4 should use pretty much the same engine used by Doom 3, which should be using OpenGL2.0, so it would be one of the first good games supported.
[quote name='shotgun10111' date='07 July 2011 - 01:58 AM' timestamp='1310000336' post='1261176']

How about Quake 4? This is the one I would love to play (multiplayer). If you can get it done,set up a pay-pal and I will gladly DONATE. peace



Let's not rush it tho, my first goal yet is to have full compatibility with GL1.0, but hopefully it won't take much.

And well, my last goal is full compatibility with GL4.0+, as I'd love to play Rage when it comes out in true 3d. I have a lot of free time now, so expect a lot of updates and news from here.



EDIT: By the way, Quake 4 should use pretty much the same engine used by Doom 3, which should be using OpenGL2.0, so it would be one of the first good games supported.

Getting nVidia 3D Vision by 20/07/11 -> -12 days as of 08/07/11 (hopefully sooner)



New computer specs (arriving together with nVidia 3D Vision)

Processor: i7 960 3.2GHz

Graphic Card: ASUS GTX590 3GB

RAM: 6x2GB DDR3 RAM 1333MHz

Storage: SSD 80GB+HDD 2TB Sata-III

Case: Aerocool XPredator EB

Monitor: Samsung SyncMaster 2233RZ 22" (+nVidia 3D Vision)

#5
Posted 07/07/2011 01:09 AM   
Don't want to try and disuade you, but going from GL1.X support to GL2.X is going to be a big leap in complexity.
The shader model is just different enough to make it difficult.
Don't want to try and disuade you, but going from GL1.X support to GL2.X is going to be a big leap in complexity.

The shader model is just different enough to make it difficult.
#6
Posted 07/07/2011 05:32 AM   
[quote name='ERP' date='07 July 2011 - 06:32 AM' timestamp='1310016778' post='1261228']
Don't want to try and disuade you, but going from GL1.X support to GL2.X is going to be a big leap in complexity.
The shader model is just different enough to make it difficult.
[/quote]
Then it's going to be a worthy challenge.
And anyway, I haven't checked shaders yet, but hopefully D3D will take care of most of them, I'll just have to convert them (which I'm sure will still be a pain, but I trust I'll be able to do it)
[quote name='ERP' date='07 July 2011 - 06:32 AM' timestamp='1310016778' post='1261228']

Don't want to try and disuade you, but going from GL1.X support to GL2.X is going to be a big leap in complexity.

The shader model is just different enough to make it difficult.



Then it's going to be a worthy challenge.

And anyway, I haven't checked shaders yet, but hopefully D3D will take care of most of them, I'll just have to convert them (which I'm sure will still be a pain, but I trust I'll be able to do it)

Getting nVidia 3D Vision by 20/07/11 -> -12 days as of 08/07/11 (hopefully sooner)



New computer specs (arriving together with nVidia 3D Vision)

Processor: i7 960 3.2GHz

Graphic Card: ASUS GTX590 3GB

RAM: 6x2GB DDR3 RAM 1333MHz

Storage: SSD 80GB+HDD 2TB Sata-III

Case: Aerocool XPredator EB

Monitor: Samsung SyncMaster 2233RZ 22" (+nVidia 3D Vision)

#7
Posted 07/07/2011 06:50 AM   
You are a God amongst men :)

Out of curiosity though isn't the source available for GLDirect? Would it not be worth building upon/forking that instead?
Either way you have my gratitude for taking on this endeavor :)
You are a God amongst men :)



Out of curiosity though isn't the source available for GLDirect? Would it not be worth building upon/forking that instead?

Either way you have my gratitude for taking on this endeavor :)

#8
Posted 07/07/2011 06:02 PM   
[quote name='lumpeh' date='07 July 2011 - 07:02 PM' timestamp='1310061754' post='1261487']
You are a God amongst men :)

Out of curiosity though isn't the source available for GLDirect? Would it not be worth building upon/forking that instead?
Either way you have my gratitude for taking on this endeavor :)
[/quote]
Thanks :D
Anyway yes, there is a source, but I don't like to use other people's code. Not because of morality (well that as well), but mostly because it's rather hard to take someone else's project (especially as complex as this is) and be comfortable with it. Furthermore I have no knowledge of OpenGL/DirectX, so making it all by myself gives me a good way to learn basics.

Oh, and by the way, I released an update, added basic texturing/lighting support, and fullscreen as well.
[quote name='lumpeh' date='07 July 2011 - 07:02 PM' timestamp='1310061754' post='1261487']

You are a God amongst men :)



Out of curiosity though isn't the source available for GLDirect? Would it not be worth building upon/forking that instead?

Either way you have my gratitude for taking on this endeavor :)



Thanks :D

Anyway yes, there is a source, but I don't like to use other people's code. Not because of morality (well that as well), but mostly because it's rather hard to take someone else's project (especially as complex as this is) and be comfortable with it. Furthermore I have no knowledge of OpenGL/DirectX, so making it all by myself gives me a good way to learn basics.



Oh, and by the way, I released an update, added basic texturing/lighting support, and fullscreen as well.

Getting nVidia 3D Vision by 20/07/11 -> -12 days as of 08/07/11 (hopefully sooner)



New computer specs (arriving together with nVidia 3D Vision)

Processor: i7 960 3.2GHz

Graphic Card: ASUS GTX590 3GB

RAM: 6x2GB DDR3 RAM 1333MHz

Storage: SSD 80GB+HDD 2TB Sata-III

Case: Aerocool XPredator EB

Monitor: Samsung SyncMaster 2233RZ 22" (+nVidia 3D Vision)

#9
Posted 07/07/2011 06:17 PM   
You get this thing working all the way up to OGL 4.0 and I'll make you the king of england.

Because Nvidia hasn't done jack crap with their opengl compatibility since 2001.
You get this thing working all the way up to OGL 4.0 and I'll make you the king of england.



Because Nvidia hasn't done jack crap with their opengl compatibility since 2001.

AMD Phenom II X3 720 @ 2.8GHZ
8GB RAM
Mitsubishi Diamond Pro 2070sb @ 2048x1536 @ 85hz
Edimensional glasses and Nvidia 3D Vision

#10
Posted 07/08/2011 01:13 AM   
I am very interested to see where this goes. I've been trying to find a solution to integrate 3D Vision with developer/artist friendly environments (processing & openframeworks). Both openframeworks and processing use openGL. When I try to launch simple openGL sketches built in oF/Processing my graphics card (Ge Force Fx 470) & 3d TV immediately lock up. I am going to try the two wrappers to see where that takes me.

Does anyone know if openGL in oF or processing will work if I have 3D Vision Pro, a Quadro or both?

I'll report back if I find anything out.
I am very interested to see where this goes. I've been trying to find a solution to integrate 3D Vision with developer/artist friendly environments (processing & openframeworks). Both openframeworks and processing use openGL. When I try to launch simple openGL sketches built in oF/Processing my graphics card (Ge Force Fx 470) & 3d TV immediately lock up. I am going to try the two wrappers to see where that takes me.



Does anyone know if openGL in oF or processing will work if I have 3D Vision Pro, a Quadro or both?



I'll report back if I find anything out.

#11
Posted 07/08/2011 07:55 PM   
I improved the wrapper a bit, altho I had to mess with some functions (they need complete rewriting). I also have included a lot more samples that work, let me know if you can run them.
Also, I'm trying to make it work with QuakeI, I'd really appreciate if someone could run it with my wrapper and tell me if it works for him (menus at least).
I improved the wrapper a bit, altho I had to mess with some functions (they need complete rewriting). I also have included a lot more samples that work, let me know if you can run them.

Also, I'm trying to make it work with QuakeI, I'd really appreciate if someone could run it with my wrapper and tell me if it works for him (menus at least).

Getting nVidia 3D Vision by 20/07/11 -> -12 days as of 08/07/11 (hopefully sooner)



New computer specs (arriving together with nVidia 3D Vision)

Processor: i7 960 3.2GHz

Graphic Card: ASUS GTX590 3GB

RAM: 6x2GB DDR3 RAM 1333MHz

Storage: SSD 80GB+HDD 2TB Sata-III

Case: Aerocool XPredator EB

Monitor: Samsung SyncMaster 2233RZ 22" (+nVidia 3D Vision)

#12
Posted 07/09/2011 02:31 PM   
Hi Raildrake.
I just wanted to try the samples with your wrapper but it doesn't work.
I'm always getting the message:
[code]The application could not be started correctly (0xc0150002).
Click on "OK" to close the application.[/code]
There is no Logfile created( I tried the Debug-Dll's).

My Specs:
Core i7 870 on Asus Sabertooth 55i - 4GB DDR3-1333 - Zotac GTX 470 Amp!(Driver v275.33) - Win7 64bit HomePremium
Hi Raildrake.

I just wanted to try the samples with your wrapper but it doesn't work.

I'm always getting the message:

The application could not be started correctly (0xc0150002).

Click on "OK" to close the application.


There is no Logfile created( I tried the Debug-Dll's).



My Specs:

Core i7 870 on Asus Sabertooth 55i - 4GB DDR3-1333 - Zotac GTX 470 Amp!(Driver v275.33) - Win7 64bit HomePremium

Desktop-PC

i7 870 @ 3.8GHz + MSI GTX1070 Gaming X + 16GB RAM + Win10 64Bit Home + AW2310+3D-Vision

#13
Posted 07/10/2011 12:23 AM   
I just want to see the Nvidia Dawn demo in 3D (of course, with the nude patch).
I just want to see the Nvidia Dawn demo in 3D (of course, with the nude patch).
#14
Posted 07/10/2011 04:59 AM   
[quote name='Flint Eastwood' date='10 July 2011 - 01:23 AM' timestamp='1310257432' post='1262403']
Hi Raildrake.
I just wanted to try the samples with your wrapper but it doesn't work.
I'm always getting the message:
[code]The application could not be started correctly (0xc0150002).
Click on "OK" to close the application.[/code]
There is no Logfile created( I tried the Debug-Dll's).

My Specs:
Core i7 870 on Asus Sabertooth 55i - 4GB DDR3-1333 - Zotac GTX 470 Amp!(Driver v275.33) - Win7 64bit HomePremium
[/quote]
My bad, I didn't compile it for x64, that's why it wasn't working. Try putting it in your x86 folder, perhaps it will work. I'll add an x64 version in next release.
Also, try installing any update for your OS, it might fix the problem. Also try running them without the dlls and see if they work that way.
Let me know if that helps.

PS: If this is a 64-bit problem, don't worry since I'm getting my new computer with Win7 x64 next week, and I'll be able to figure it out.
[quote name='Flint Eastwood' date='10 July 2011 - 01:23 AM' timestamp='1310257432' post='1262403']

Hi Raildrake.

I just wanted to try the samples with your wrapper but it doesn't work.

I'm always getting the message:

The application could not be started correctly (0xc0150002).

Click on "OK" to close the application.


There is no Logfile created( I tried the Debug-Dll's).



My Specs:

Core i7 870 on Asus Sabertooth 55i - 4GB DDR3-1333 - Zotac GTX 470 Amp!(Driver v275.33) - Win7 64bit HomePremium



My bad, I didn't compile it for x64, that's why it wasn't working. Try putting it in your x86 folder, perhaps it will work. I'll add an x64 version in next release.

Also, try installing any update for your OS, it might fix the problem. Also try running them without the dlls and see if they work that way.

Let me know if that helps.



PS: If this is a 64-bit problem, don't worry since I'm getting my new computer with Win7 x64 next week, and I'll be able to figure it out.

Getting nVidia 3D Vision by 20/07/11 -> -12 days as of 08/07/11 (hopefully sooner)



New computer specs (arriving together with nVidia 3D Vision)

Processor: i7 960 3.2GHz

Graphic Card: ASUS GTX590 3GB

RAM: 6x2GB DDR3 RAM 1333MHz

Storage: SSD 80GB+HDD 2TB Sata-III

Case: Aerocool XPredator EB

Monitor: Samsung SyncMaster 2233RZ 22" (+nVidia 3D Vision)

#15
Posted 07/10/2011 01:05 PM   
  1 / 2    
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