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Interoperable 3dfx/Glide3 DXEs (Announce)

posted by SuperIlu Homepage, Berlin, Germany, 13.02.2020, 20:06

Hi,

> I know that Quake2DOS use GLIDE3X.DXE module and it should be working. What
> did you need to modify?
I don't know about Quake2DOS, but yes, the DXEs of QDOSFX work fine as well.
I just wasn't able to get them running with my project (DOjS) for several reasons:
* The link library stub for the DXEs in QDOSFX are not available, so I had to compile Glide3 myself
* Doing so yielded only a black screen when I used my cross DJGPP which is based in GCC 7.2.0
* So I compiled Glide3 with my setup, but just used the link library stub together with the DXEs from QDOSFX. This worked fine if stub and DXE matched, but not if compiled against V2 and used with V2 DXE
* Apparently when you load a DXE directly the loader stub checks that all symbols are available, QDOSFX does not load the GLIDE3.DXE directly but indirectly by loading the OPENGL.DXE which then references the GLIDE3.DXE.
* In my case this kept me from using the QDOSFX DXEs and I was back to try to compile Glide3 myself

I did some small changes to the Makefiles, added the cross.sh cross compile script and wrote a short README on how to obtain working Glide3 binaries.
I also changed two .c files where the compiler created a bad fog table size and the LFB access did not work for Voodoo 1.

Using cross.sh with GCC 4.7.3 now yields an output directory which contains DEXs, libglide3i.a, libglide3x.a, matching include files and a dxe.c which provides all symbols that are needed in the DXE to the main program.

When a software is linked against the Voodoo1 version of the stub it can use all other DEXs to run on different hardware.

cheers
Ilu

---
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