Setting up a GL capabilities database
#1 Members - Reputation: 715
Posted 19 February 2011 - 04:16 PM
The game currently seems to have something like 10K downloads per month of the alpha releases, so I expect this could collect a lot of data. A fairly large proportion of users are on Linux so we can get data for those drivers too. (Some are on OS X, but not many, since we're lacking good packaging support there). The game runs on fairly low-end hardware (GeForce 4 should be okay, Intel 965 might be bearable, etc) so hopefully it'll get relatively broad data.
The current data is like this. (This comes from users of the SVN version, and there's some gaps and bugs since the code's still being worked on, and the report UI isn't great). In particular it's got the basic device-identifier strings, driver version numbers (only on Windows), list of GL extensions, and the values from various glGet* calls. It should include all the implementation-dependent state from GL 1.3 (unless I missed any), plus all the ARB extensions included up to GL 2.0, plus a few other extensions. (The exact details are here). Rows that are identical except for driver version are merged together, but otherwise nothing is discarded, since it seems useful to know the limits of not-the-most-recent drivers. The full data is downloadable as JSON from that page.
The other GL databases I've seen so far are typically limited in size, or scope (not many data fields, no Linux, etc), or are no longer online, and they rarely make the data downloadable, so I'm hoping this can provide something new and useful. Would people really be interested in it? If so, is there more data you'd find useful (e.g. implementation limits for other extensions), or any particular dangers to watch out for when doing this?
#2 Members - Reputation: 840
Posted 19 February 2011 - 04:31 PM
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#3 Members - Reputation: 715
Posted 19 February 2011 - 05:14 PM
#4 Members - Reputation: 840
Posted 19 February 2011 - 05:19 PM
Just checked and it doesn't work either in IE8, but I guess you already knew that.
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#5 Members - Reputation: 785
Posted 20 February 2011 - 06:59 AM
Anyway, the important is I suppose the GL version.
an open source GLU replacement library. Much more modern than GLU.
float matrix[16], inverse_matrix[16];
glhLoadIdentityf2(matrix);
glhTranslatef2(matrix, 0.0, 0.0, 5.0);
glhRotateAboutXf2(matrix, angleInRadians);
glhScalef2(matrix, 1.0, 1.0, -1.0);
glhQuickInvertMatrixf2(matrix, inverse_matrix);
glUniformMatrix4fv(uniformLocation1, 1, FALSE, matrix);
glUniformMatrix4fv(uniformLocation2, 1, FALSE, inverse_matrix);
#6 Members - Reputation: 715
Posted 22 February 2011 - 01:31 PM
#7 Members - Reputation: 785
Posted 24 February 2011 - 08:37 AM
an open source GLU replacement library. Much more modern than GLU.
float matrix[16], inverse_matrix[16];
glhLoadIdentityf2(matrix);
glhTranslatef2(matrix, 0.0, 0.0, 5.0);
glhRotateAboutXf2(matrix, angleInRadians);
glhScalef2(matrix, 1.0, 1.0, -1.0);
glhQuickInvertMatrixf2(matrix, inverse_matrix);
glUniformMatrix4fv(uniformLocation1, 1, FALSE, matrix);
glUniformMatrix4fv(uniformLocation2, 1, FALSE, inverse_matrix);
#9 Members - Reputation: 857
Posted 25 February 2011 - 03:35 AM
Rows that are identical except for driver version are merged together, but otherwise nothing is discarded, since it seems useful to know the limits of not-the-most-recent drivers. The full data is downloadable as JSON from that page.
Thanks for the info. I could have used this just a week ago
#11 Members - Reputation: 715
Posted 15 March 2011 - 12:14 PM
The driver versions are still all reported, like on this page - they're just merged into a single column to save space when the other data is identical.I'd also see the value in what driver versions support what extensions, so I'm wondering if you've got a specific reason for merging driver version together?
#12 GDNet+ - Reputation: 321
Posted 15 March 2011 - 04:06 PM
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