   NeHe & Ati Rage 128... Issues...
  A friend of mine has this board, and my engine doesntrun on his computer, my engine still has no specialcapabilities, I''m not doing anything out of the ordinary...Is his board so weak? I ran some of NeHe''s demos on his pc,and the 1st one to fail was the 6th tut, the textured cube...He plays various DX games and Quake3...So whats going on? Does it require some special initialization?Here''s a small record produced by my engine:   Rend_Extensions :: GL_ARB_multitextureGL_ARB_texture_border_clampGL_ARB_texture_env_addGL_EXT_texture_env_addGL_ARB_transpose_matrixGL_ARB_vertex_blendGL_ATI_texture_mirror_onceGL_ATI_vertex_shaderGL_ATI_vertex_streamsGL_ATIX_vertex_shader_output_point_sizeGL_EXT_abgrGL_EXT_bgraGL_EXT_clip_volume_hintGL_EXT_compiled_vertex_arrayGL_EXT_draw_range_elementsGL_EXT_fog_coordGL_EXT_packed_pixelsGL_EXT_rescale_normalGL_EXT_secondary_colorGL_EXT_separate_specular_colorGL_EXT_stencil_wrapGL_EXT_texgen_reflectionGL_EXT_texture3DGL_EXT_texture_edge_clampGL_EXT_texture_env_combineGL_EXT_texture_objectGL_EXT_vertex_arrayGL_KTX_buffer_regionGL_ARB_window_posGL_NV_texgen_reflectionGL_SGI_texture_edge_clampGL_SGIS_texture_border_clampGL_SGIS_texture_lodGL_SGIS_multitextureGL_WIN_swap_hintWGL_EXT_extensions_stringWGL_EXT_swap_control Rend_Rend   :: RAGE 128 x86Rend_Vendor   :: ATI Technologies Inc.Rend_Version  :: 1.2.1652 WinXP ReleaseHW_TotalPhysMemMB   :: 255HW_AvailPhysMemMB   :: 114HW_Proc_Typ   :: 586HW_Proc_Arch   :: INTELHW_Proc_3DNOW   :: falseHW_Proc_MMX   :: trueHW_Proc_SSE   :: falseHW_Proc_SSE2   :: false[Hugo Ferreira][Positronic Dreams][Colibri 3D Engine][Entropy HL2 MOD]    [Yann  L.][Enginuity]  [Penny Arcade]  [MSDN][VS  RoadMap][Humus][BSPs][UGP][NeHe]"I say we take off and nuke the entire site from orbit. It''s the only way to be sure."    
  I know texture support was weak on that card.  I think it might only support up to 128x128 (might have been 256x256) as a texture size, and only two texture units (base + multitexture)~Graham   ----while (your_engine >= my_engine)   my_engine++; ;  I tested a single 64x64 texture on a cube...Cant get much simpler than that, and still didnt run....   [Hugo Ferreira][Positronic Dreams][Colibri 3D Engine][Entropy HL2 MOD]    [Yann  L.][Enginuity]  [Penny Arcade]  [MSDN][VS  RoadMap][Humus][BSPs][UGP][NeHe]"I say we take off and nuke the entire site from orbit. It''s the only way to be sure." ;  So what exactly happens? Does it just not run?If it just does not run( by which i mean that it starts, changes to game resolution then changes back to desktop resolution) it has something to do with the window creation, like the call to "CreateGLWindow" in the nehe lesson 6 tut. ;  Everything seems to run, but actually nothing gets displayed....   [Hugo Ferreira][Positronic Dreams][Colibri 3D Engine][Entropy HL2 MOD]    [Yann  L.][Enginuity]  [Penny Arcade]  [MSDN][VS  RoadMap][Humus][BSPs][UGP][NeHe]"I say we take off and nuke the entire site from orbit. It''s the only way to be sure." ;  Maybe an unsupported pixel format is being used? (stencil\accum bits, etc.)~Graham   ----while (your_engine >= my_engine)   my_engine++; ;  It was NeHe''s tut 6, which doesnt create any elaborate pixel format, not even requests a stencil buffer...   [Hugo Ferreira][Positronic Dreams][Colibri 3D Engine][Entropy HL2 MOD]    [Yann  L.][Enginuity]  [Penny Arcade]  [MSDN][VS  RoadMap][Humus][BSPs][UGP][NeHe]"I say we take off and nuke the entire site from orbit. It''s the only way to be sure." 