Thread: Does my card support multitexture our not?!?!

  1. #1
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    Exclamation Does my card support multitexture our not?!?!

    Hello again,

    I'm trying to implement a 2 pass multitexture algorithm on a NVidia GeForce FX 5200 w/64 mb VRAM with my iMac G5. In the article I was reading, it said to check for GL_ARB_multitexture as well as GL_EXT_texture_env_combine. My card supports GL_ARB_multitexture, but not GL_EXT_texture_env_combine. Is my card bad, and do I really need support for this extension? Here's the list of extensions my card does support:

    GL_ARB_vertex_program
    GL_ARB_vertex_blend
    GL_ARB_window_pos
    GL_ARB_shader_objects
    GL_ARB_vertex_shader
    GL_EXT_multi_draw_arrays
    GL_EXT_clip_volume_hint
    GL_EXT_rescale_normal
    GL_EXT_draw_range_elements
    GL_EXT_fog_coord
    GL_APPLE_client_storage
    GL_APPLE_specular_vector
    GL_APPLE_transform_hint
    GL_APPLE_packed_pixels
    GL_APPLE_fence
    GL_APPLE_vertex_array_object
    GL_APPLE_vertex_program_evaluators
    GL_APPLE_element_array
    GL_APPLE_flush_render
    GL_NV_texgen_reflection
    GL_NV_light_max_exponent
    GL_IBM_rasterpos_clip
    GL_SGIS_generate_mipmap
    GL_ARB_shading_language_100
    GL_ARB_imaging
    GL_ARB_point_parameters
    GL_ARB_texture_env_crossbar
    GL_ARB_texture_border_clamp
    GL_ARB_multitexture
    GL_ARB_texture_env_add
    GL_ARB_texture_cube_map
    GL_ARB_texture_env_dot3
    GL_ARB_multisample
    GL_ARB_texture_env_combine
    GL_ARB_texture_compression
    GL_ARB_texture_mirrored_repeat
    GL_ARB_shadow
    GL_ARB_depth_texture
    GL_ARB_fragment_program
    GL_ARB_fragment_shader
    GL_ARB_occlusion_query
    GL_ARB_point_sprite
    GL_ARB_vertex_buffer_object
    GL_ARB_pixel_buffer_object
    GL_EXT_compiled_vertex_array
    GL_EXT_framebuffer_object
    GL_EXT_texture_rectangle
    GL_ARB_texture_rectangle
    GL_EXT_texture_env_add
    GL_EXT_blend_color
    GL_EXT_blend_minmax
    GL_EXT_blend_subtract
    GL_EXT_texture_lod_bias
    GL_EXT_abgr
    GL_EXT_bgra
    GL_EXT_stencil_wrap
    GL_EXT_texture_filter_anisotropic
    GL_EXT_secondary_color
    GL_EXT_blend_func_separate
    GL_EXT_shadow_funcs
    GL_EXT_stencil_two_side
    GL_EXT_texture_compression_s3tc
    GL_EXT_texture_compression_dxt1
    GL_APPLE_ycbcr_422
    GL_APPLE_vertex_array_range
    GL_APPLE_texture_range
    GL_APPLE_float_pixels
    GL_ATI_texture_float
    GL_APPLE_pixel_buffer
    GL_NV_point_sprite
    GL_NV_register_combiners
    GL_NV_register_combiners2
    GL_NV_blend_square
    GL_NV_texture_shader
    GL_NV_texture_shader2
    GL_NV_texture_shader3
    GL_NV_fog_distance
    GL_NV_depth_clamp
    GL_NV_multisample_filter_hint
    GL_NV_fragment_program_option
    GL_NV_vertex_program2_option
    GL_ATI_texture_env_combine3
    GL_SGIS_texture_edge_clamp
    GL_SGIS_texture_lod

    Thanks

  2. #2
    The Right Honourable psychopath's Avatar
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    I do multitextureing without GL_EXT_texture_env_combine, and I don't think i've seen a program that does. Are you just doing regular multitexturing, or some special effect that requires multitexturing?
    M.Eng Computer Engineering Candidate
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    Robotics and graphics enthusiast.

  3. #3
    Registered User VirtualAce's Avatar
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    I'm sure a 5200 supports it since my GeForce 3 TI does.

  4. #4
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    I'm just trying to do a bump mapped cube, but the only multitexturing commands it uses is basic commands to set up 2 multi textures, and then it draws them with glMultiTexCoord2fARB. Maybe I'll just try it without GL_EXT_texture_env_combine.

  5. #5
    vae victus! skorman00's Avatar
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    a list of all cards that support that extension:
    http://www.delphi3d.net/hardware/ext...re_env_combine

    that does list several versions of the 5200, not sure why yours says it doesn't.

    If you want to know exactly what he does, look here: http://msi.unilim.fr/~porquet/glexts...mbine.txt.html

  6. #6
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    Oops, I think I had a bug in my program when it retrieved the list of supported extensions . Now that the bug is fixed, it now shows way more extensions than the previous list, and it supports GL_EXT_texture_env_combine.

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