mini-API is wrapped around the VSG API, so there is a bit more
overhead translating OpenGL calls into VSG calls and maintaining
state than there would be otherwise, but overall performance is
still very impressive.
Please note that since this is an early
development version, it is only designed for and tested to work with
Quake2 and isn't intended to support anything else. There are
several known issues, OpenGL functions that aren't implemented yet,
and none of GL extensions except for the necessary ARB and SGIS
multi-texture support that Quake2 uses.
The latest update now works with the
latest Quake2 retail patch (version 3.20) and fixes the corrupt
- Pixel centers rasterized
correctly; no more weird alignment issues with text!
- New optimizations, about 7%
How to view the SGL demo:
1. Download and install Quake2
2. Download and copy SGL.DLL to the
Quake2 root folder (e.g. C:\Quake2\)
Click here to download SGL
3. Start Quake2. Press the
tilda (~) key to bring up the console.
4. Now type these commands into the
5. Now press tilda (~) key again
to dismiss the console.
Please tell me what you think!
Quake 2 "timedemo"
frames per second
(Full 4-tap bilinear filtering enabled)
Core 2 Duo 3.2ghz