From: Richard Krehbiel Newsgroups: rec.games.programmer,comp.lang.c++,comp.os.msdos.djgpp Subject: Re: Programmer needed to port Wolf 3D to S3 Virge Date: 16 Oct 1997 10:00:30 -0400 Organization: Kastle Systems Lines: 23 Message-ID: References: <61i1tl$5i3$1 AT orthanc DOT reference DOT com> <61k5ng$ord AT news DOT webspan DOT net> <876479319 DOT womack AT ox DOT compsoc DOT org DOT uk> NNTP-Posting-Host: 207.176.66.10 To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Precedence: bulk womack AT ox DOT compsoc DOT org DOT uk (Tom Womack) writes: > Particle (bsptree AT geocities DOT com) wrote: > : flappie AT bigfoot DOT com wrote in message <61i1tl$5i3$1 AT orthanc DOT reference DOT com>... > : >If there any C/C++ programmers out here willing to port Wolfenstein to the > : >S3 ViRGE, please contact us! We may have another 3D engine to port as > : well... > > > : Yeah... Wolfenstein does need improvement on my Pentium.... NOT. > > Bilinear filtering would be nice ... Yeah, it might. Too bad S3 Virge doesn't do bilinear filtering. I suggest the Virge be scrapped and the port be done to Glide for 3dfx. Even easier, just do a Wolfenstein Quake TC (TC for "total conversion"). Then you get Verite' and OpenGL support, meaning 3dfx, NEC PowerVR, RIVA 128 (at least under Windows NT), Permedia, etc. -- Richard Krehbiel, Kastle Systems, Arlington, VA, USA rich AT kastle DOT com (work) or richk AT mnsinc DOT com (personal)