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DirectX9.0b, OpenGL 1.2 support

07-11-2013, 01:00 PM
Post: #11
RE: DirectX9.0b, OpenGL 1.2 support
Nope, it just proves RP doesn't work with GLView Sad

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07-11-2013, 02:03 PM
Post: #12
RE: DirectX9.0b, OpenGL 1.2 support
(07-11-2013 01:00 PM)John Wrote:  Nope, it just proves RP doesn't work with GLView Sad

Hmm. How about giving the Neverwinter Nights demo a shot?
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07-14-2013, 11:57 PM
Post: #13
RE: DirectX9.0b, OpenGL 1.2 support
Tried that demo and RP can't hook into it, maybe because it does not use SwapBuffers from GDI32.dll but wglSwapLayerBuffers from OpenGL32.dll which RP skips due to compatibility/technical issues.

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07-16-2013, 05:30 PM
Post: #14
RE: DirectX9.0b, OpenGL 1.2 support
Compatibility/technical issues? Eugh, it pains me to read that.

*Sigh* Well, if NWN is a lost cause, how about Rome Total War? It uses DirectX 9.0b. There's a demo here.
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07-16-2013, 10:17 PM
Post: #15
RE: DirectX9.0b, OpenGL 1.2 support
Rome Total War uses DX8, you can check that using MSI Afterburner OSD. Just configure it to show its own statistics and it will show the API being used.

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07-19-2013, 01:45 PM
Post: #16
RE: DirectX9.0b, OpenGL 1.2 support
(07-16-2013 10:17 PM)John Wrote:  Rome Total War uses DX8, you can check that using MSI Afterburner OSD. Just configure it to show its own statistics and it will show the API being used.

It's DirectX 8? I swear it was DirectX9.0b.

Agh well. Any chance of DirectX8 being supported?
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01-08-2014, 04:12 AM (This post was last modified: 01-16-2014 07:38 AM by jinu.)
Post: #17
RE: DirectX9.0b, OpenGL 1.2 support
Don't know about Question papers and Problem with loading TFS reports .........
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