last OpenGL
- Scify
- Posts: 1003
- Joined: Sun Aug 28, 2005 12:15 am
last OpenGL
My laptop died last year .Got new one and it this vid card NVIDIA GeForce GT 425M
" If I had a brain, I'd be dangerous!"
- a nameless entity
- Posts: 1870
- Joined: Wed Jul 13, 2005 8:04 pm
Re: last OpenGL
Hey Scify. Do you want a copy of that improved Open_GL renderer that someone made a long time ago? His website went down a year or two ago, but I have a copy one of them. It works fine.
I recall that you asked how to adjust the brightness in the game. If you are using Open GL and you have the "Catalyst Control Center" installed on your laptop, then there's a chance that F11 won't work for you. I find that to get good gamma in UT99 that before I play I must open the Catalyst Control Center, set it on "advanced", and then go to "color" under the Graphic Settings tab. Once there you can adjust a slider for the gamma. Try a setting of 200. But do NOT click on "OK" or you will change the settings for your PC, the CCC will close, and you'll have to open it again to put the setting back to 100 for normal screen gamma. Just minimize the Control Center, and then go back to it when you have finished playing, and put the slider back to 100. Then hit OK. If you can't make any adjustments, click on the big Reactivate ATI color controls button and then you will be able to move the gamma slider. It sounds more complicated than it is, so don't worry.
I recall that you asked how to adjust the brightness in the game. If you are using Open GL and you have the "Catalyst Control Center" installed on your laptop, then there's a chance that F11 won't work for you. I find that to get good gamma in UT99 that before I play I must open the Catalyst Control Center, set it on "advanced", and then go to "color" under the Graphic Settings tab. Once there you can adjust a slider for the gamma. Try a setting of 200. But do NOT click on "OK" or you will change the settings for your PC, the CCC will close, and you'll have to open it again to put the setting back to 100 for normal screen gamma. Just minimize the Control Center, and then go back to it when you have finished playing, and put the slider back to 100. Then hit OK. If you can't make any adjustments, click on the big Reactivate ATI color controls button and then you will be able to move the gamma slider. It sounds more complicated than it is, so don't worry.

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I'm a man........but I can change........if I have to........I guess
- Hermskii
- Site Admin
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- Joined: Sun Jul 10, 2005 9:56 pm
Re: last OpenGL
Hi you two! Yes, that website went down but it just moved. He has that OpenGL renderer up to version 3.7 now I think. I don't have the new website link handy but even using an older one like 3.1 will work fine I'm sure. I use the 2.8 version myself.
~Peace~
Hermskii
Hermskii
- David
- Posts: 1603
- Joined: Sat Oct 18, 2008 11:06 am
Re: last OpenGL
Concerning the 3.7, I found this site http://www.cwdohnal.com/utglr/. It looks like greek to me, just because I am not into the explaination of binaries and such.
Latest news
Version 3.7 is released. These binaries were built with a newer compiler and require Windows 2000 or later.
Version 3.7 or UT: utglr37.zip (87 KB).
Version 2.1 for Deus Ex (works with Deus Ex version 1112fm): dxglr21.zip (87 KB).
Version 1.5 for Rune (works with Rune version 1.07 or compatible): runeglr15.zip (88 KB).
Changes in version 3.7:
- Fixed a bug with ShareLists enabled and the editor that could cause crashes.
- Editor selection no longer uses OpenGL API selection support. This avoids problems with OpenGL drivers with bugs or missing support in this area.
- A couple 227 editor related updates that were also general renderer code fixes.
- The SmoothMaskedTextures option will use alpha to coverage if AA is enabled with 4 or more samples.
- Removed support for using vertex programs without fragment programs. The UseFragmentProgram setting controls both of these and the UseVertexProgram setting is gone.
- Removed compiled vertex array support and the UseCVA option.
- Removed the UseTNT option.
- No longer using sstream for internal debug functionality.
- A few other mostly minor changes.
ZRangeHack will be enabled by default for UT if not already present in the ini file, but this one may still need to be watched a little more closely. There are a couple cases I know of where it has minor side effects. However, with most video cards these days only supporting 24-bit but not 32-bit z-buffers, or unless modified other parts of the game engine to draw decals a little further away, it is needed to avoid decal flickering in the distance in many common cases.
Version 3.7 is released. These binaries were built with a newer compiler and require Windows 2000 or later.
Version 3.7 or UT: utglr37.zip (87 KB).
Version 2.1 for Deus Ex (works with Deus Ex version 1112fm): dxglr21.zip (87 KB).
Version 1.5 for Rune (works with Rune version 1.07 or compatible): runeglr15.zip (88 KB).
Changes in version 3.7:
- Fixed a bug with ShareLists enabled and the editor that could cause crashes.
- Editor selection no longer uses OpenGL API selection support. This avoids problems with OpenGL drivers with bugs or missing support in this area.
- A couple 227 editor related updates that were also general renderer code fixes.
- The SmoothMaskedTextures option will use alpha to coverage if AA is enabled with 4 or more samples.
- Removed support for using vertex programs without fragment programs. The UseFragmentProgram setting controls both of these and the UseVertexProgram setting is gone.
- Removed compiled vertex array support and the UseCVA option.
- Removed the UseTNT option.
- No longer using sstream for internal debug functionality.
- A few other mostly minor changes.
ZRangeHack will be enabled by default for UT if not already present in the ini file, but this one may still need to be watched a little more closely. There are a couple cases I know of where it has minor side effects. However, with most video cards these days only supporting 24-bit but not 32-bit z-buffers, or unless modified other parts of the game engine to draw decals a little further away, it is needed to avoid decal flickering in the distance in many common cases.
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Are you going to pull those pistols or whistle Dixie?


- David
- Posts: 1603
- Joined: Sat Oct 18, 2008 11:06 am
Re: last OpenGL
I hope the above post is what was being spoken about. Just trying to help..
Are you going to pull those pistols or whistle Dixie?


- Hermskii
- Site Admin
- Posts: 8689
- Joined: Sun Jul 10, 2005 9:56 pm
Re: last OpenGL
That is exactly it David. This guy who makes these is a genius! Thanks David!
~Peace~
Hermskii
Hermskii
- Hook
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Re: last OpenGL
Hey, HELLO Scify! 

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PRO-Redeemer | PRO-SNIPER-Redeemer | SEEKER-Redeemer
Birth Place of ALL Seeker/Scoped Deemers!
IP: NEW IP to come!
CROSSBONES Monster Hunt {CMH} (Special Edition MH by mars007)
IP: 108.61.238.93:7777