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I have installed Sodiers of Fortune, a first peron shooter that has a linux version. The game is able to start but is very slow. I suppose that is has to do something with OpenGL. I am using the i810 driver for X. The Intel i810 chipset should have full OpenGL support but I realized before that the OpenGL screensavers for X are running slow so there must be a problem. Also I have looked on the Intel website and there is a "game compatibility list" for the i810 chipset and they say that Solders of Fortune should work perfect.
Maybe I have to install a newer OpenGL driver? I really do not have much experience with that kind of things so it would be great if someone can help me out. Maybe someone has had similar problems or someone has the same chipset like me and could give me some advices?
name of display: :0.0
display: :0 screen: 0
direct rendering: No
server glx vendor string: SGI
server glx version string: 1.2
server glx extensions:
GLX_ARB_multisample, GLX_EXT_visual_info, GLX_EXT_visual_rating,
GLX_EXT_import_context, GLX_OML_swap_method, GLX_SGI_make_current_read,
GLX_SGIS_multisample, GLX_SGIX_fbconfig
client glx vendor string: SGI
client glx version string: 1.4
client glx extensions:
GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context,
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_allocate_memory,
GLX_MESA_swap_control, GLX_MESA_swap_frame_usage, GLX_OML_swap_method,
GLX_OML_sync_control, GLX_SGI_make_current_read, GLX_SGI_swap_control,
GLX_SGI_video_sync, GLX_SGIS_multisample, GLX_SGIX_fbconfig,
GLX_SGIX_pbuffer, GLX_SGIX_visual_select_group
GLX extensions:
GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context,
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_OML_swap_method,
GLX_SGI_make_current_read, GLX_SGIS_multisample, GLX_SGIX_fbconfig
OpenGL vendor string: Mesa project: www.mesa3d.org
OpenGL renderer string: Mesa GLX Indirect
OpenGL version string: 1.2 (1.5 Mesa 6.2.1)
OpenGL extensions:
GL_ARB_depth_texture, GL_ARB_imaging, GL_ARB_multitexture,
GL_ARB_point_parameters, GL_ARB_point_sprite, GL_ARB_shadow,
GL_ARB_shadow_ambient, GL_ARB_texture_border_clamp,
GL_ARB_texture_cube_map, GL_ARB_texture_env_add,
GL_ARB_texture_env_combine, GL_ARB_texture_env_crossbar,
GL_ARB_texture_env_dot3, GL_ARB_texture_mirrored_repeat,
GL_ARB_transpose_matrix, GL_ARB_window_pos, GL_EXT_abgr, GL_EXT_bgra,
GL_EXT_blend_color, GL_EXT_blend_func_separate, GL_EXT_blend_logic_op,
GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_clip_volume_hint,
GL_EXT_copy_texture, GL_EXT_draw_range_elements, GL_EXT_fog_coord,
GL_EXT_multi_draw_arrays, GL_EXT_packed_pixels, GL_EXT_point_parameters,
GL_EXT_polygon_offset, GL_EXT_rescale_normal, GL_EXT_secondary_color,
GL_EXT_separate_specular_color, GL_EXT_shadow_funcs,
GL_EXT_stencil_two_side, GL_EXT_stencil_wrap, GL_EXT_subtexture,
GL_EXT_texture, GL_EXT_texture3D, GL_EXT_texture_edge_clamp,
GL_EXT_texture_env_add, GL_EXT_texture_env_combine,
GL_EXT_texture_env_dot3, GL_EXT_texture_lod_bias, GL_EXT_texture_object,
GL_EXT_texture_rectangle, GL_EXT_vertex_array, GL_APPLE_packed_pixels,
GL_ATI_texture_env_combine3, GL_ATI_texture_mirror_once,
GL_ATIX_texture_env_combine3, GL_IBM_texture_mirrored_repeat,
GL_INGR_blend_func_separate, GL_MESA_pack_invert, GL_MESA_ycbcr_texture,
GL_NV_blend_square, GL_NV_point_sprite, GL_NV_texgen_reflection,
GL_NV_texture_rectangle, GL_SGIS_generate_mipmap,
GL_SGIS_texture_border_clamp, GL_SGIS_texture_edge_clamp,
GL_SGIS_texture_lod, GL_SGIX_depth_texture, GL_SGIX_shadow,
GL_SGIX_shadow_ambient, GL_SUN_multi_draw_arrays
glu version: 1.3
glu extensions:
GLU_EXT_nurbs_tessellator, GLU_EXT_object_space_tess
visual x bf lv rg d st colorbuffer ax dp st accumbuffer ms cav
id dep cl sp sz l ci b ro r g b a bf th cl r g b a ns b eat
----------------------------------------------------------------------
0x22 24 tc 0 24 0 r y . 8 8 8 0 0 16 0 0 0 0 0 0 0 None
0x23 24 tc 0 24 0 r y . 8 8 8 0 0 16 8 16 16 16 0 0 0 None
0x24 24 tc 0 32 0 r y . 8 8 8 8 0 16 8 16 16 16 16 0 0 None
0x25 24 tc 0 32 0 r . . 8 8 8 8 0 16 8 16 16 16 16 0 0 None
I have tried out the heretic II demo from Lokigames and I have found out that the game works perfekt if I use software mode, but when I use OpenGL mode the game is as slow as Soldier of Fortune. But the problem is that I cannot change the mode in Soldiers of Fortune so I have to play in OpenGL mode. I have tried out all the OpenGL libraries I have found in /usr/X11R6/lib but every one of them is not working good.
This thread may be a little old, but if you haven't had any luck by now, the slowness is most likely caused by the software OpenGL renderer. This is how you know:
What you need to do is find the appropriate drivers I for your particular video card chipset. It's been awhile since i messed with the i810 stuff, but I thought there was a linux package on the intel site that explained how to get OpenGL working. It should also mention something about DRI I think. There's probably other posts around here with people trying to get OpenGL working with their i810 stuff too.
I got OpenGL running on mine...Took a little compiling, but why not?
You need to enable '/dev/agpgart' and 'intel' chipset under 'Character Devices' as MODULES' , and 'Intel 810/815 Support' under 'Graphics support' as modules too.
make and make modules_install, do your copying, etc of vmlinuz, System.map, and config to /boot, redo lilo.conf, run lilo, and reboot (Details are elsewhere on this forum. Any questions, look them up)
Now you need to modify /etc/X11/xorg.conf . Here are the relevant areas (change RAM to match your hardware desires, and the ouputs I have for video is for a Flat Panel then a CRT. Change those to what you use, usually CRT,CRT):
Code:
# This loads the GLX module
Load "glx"
# This loads the DRI module
Load "dri"
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