Hi there.
Here is the author of DxWnd again.
I was asked to support an old RPG, "The Banished" among other names, you can find details here: https://sourceforge.net/p/dxwnd/discussion/general/thread/566636cfb6/#c15b
Again, the request is to remap OpenGL calls to D3D in order to try to improve the (very poor) quality using reshade or similar D3D tools.
QIndieGL is the only OpenGL wrapper that doesn't refuse to work, but the rendering is gray flat until the inevitable crash and the reason seems to be explained in these log messages repeated many times:
WARNING: glLightModelf - GL_LIGHT_MODEL_TWO_SIDE is not supported
WARNING: glPolygonMode: only GL_FRONT_AND_BACK is supported
This raises a few questions:
- how difficult would it be to support, at least partially, these two flags?
- what do they mean exactly?
To be honest, I don't really think that fixing these two issues would give us a perfect rendering, but even a partial implementation (like avoiding to throw errors and remapping the unsupported modes to the closest working modes) could allow us to run the game forward enough to highlight other problems.
p.s. I may try to do the remapping by myself, if I can finally compile your sources, I'm struggling with the various incompatible Microsoft SDK and Visual Studio versions.
Thanks in advance for your attention and patience.
gho
Hi there.
Here is the author of DxWnd again.
I was asked to support an old RPG, "The Banished" among other names, you can find details here: https://sourceforge.net/p/dxwnd/discussion/general/thread/566636cfb6/#c15b
Again, the request is to remap OpenGL calls to D3D in order to try to improve the (very poor) quality using reshade or similar D3D tools.
QIndieGL is the only OpenGL wrapper that doesn't refuse to work, but the rendering is gray flat until the inevitable crash and the reason seems to be explained in these log messages repeated many times:
This raises a few questions:
To be honest, I don't really think that fixing these two issues would give us a perfect rendering, but even a partial implementation (like avoiding to throw errors and remapping the unsupported modes to the closest working modes) could allow us to run the game forward enough to highlight other problems.
p.s. I may try to do the remapping by myself, if I can finally compile your sources, I'm struggling with the various incompatible Microsoft SDK and Visual Studio versions.
Thanks in advance for your attention and patience.
gho