This software is distributed under the terms of the GNU Library General Public License, see the LICENSE file for details. What do you need ? - A PC with a 3Dfx Voodoo based board (Diamond Monster 3D, R3D, Obsidian, etc.); - The Mesa Library 2.2; - The Glide library 2.1.1 (the driver probably works also with some older version, you can find it at www.3dfx.com) for your OS: Win95 (tested by me and other people), NT (successfully tested by Henri Fousse ), MS-DOS, etc.; - A compiler supported by the Glide library (Micro$oft VC++ (the only compiler tested), Watcom, etc.); - A lot of patience, this is an alpha release. What is able to do ? - It is able accelerate points, lines and polygon with flat shading, gouraud shading, Z-buffer, texture mapping (with several limitations) and also the first release is quite fast; How to compile ? - Setup an environment where you can compile a Glide based program (you can find all the instruction in the Glide documentation); - Copy the driver files (mesa3dfx/src/fxmesa.c, mesa3dfx/src/fxtri.h, mesa3dfx/src/fxline.h, mesa3dfx/src/fxpnt.h) in the mesa src directory (Mesa-2.2/src); - Remember to define (for example with the /D option on the VC++) in your Makefile: __MSC__ (or some other symbol, read the Glide documentation for more info); FX (for 3Dfx Mesa driver); - Compile all the Mesa-2.2/src/*.c files to obtain the mesa.lib; - Compile all the Mesa-2.2/src-glu/*.c files to obtain the glu.lib, (I have encountered some trouble compiling the library with optimization on); - Compile all the tk/*.c files to obtain the tk.lib (it is basically a tklib emulator) - Now your are ready to compile any OpenGL program :) - Remember to link the glu.lib, mesa.lib and the Glide library to your exes; - To discover how open the 3Dfx screen, read the sources under the demos directory (otherwise you can use the tklib emulator). Know BUGS and problems: - only square texture supported - maximum texture size: 256x256 (this is an hardware limit) - only 640x480 supported - only one context supported - the depth buffer works only with glPerspective and glFrustrum (the driver depth buffer works in homogeneous coordiantes and the w coord is always 1.0 with glOrtho !) Did you find a lot BUGs and problems ? Good, send me an email. David Bucciarelli (tech.hmw@plus.it) Humanware s.r.l. Via XXIV Maggio 62 Pisa, Italy Tel./Fax +39-50-554108 email: info.hmw@plus.it