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Thread: virtual pc with opengl

  1. #1

    virtual pc with opengl

    Just gave sun's virtualbox (http://www.virtualbox.org/) an testrun with 3d acceleration. This gives OpenGL 1.5 support.
    A report of specs is here:

    ================================================== =
    GPU Caps Viewer v1.7.0
    http://www.ozone3d.net/gpu_caps_viewer/
    ================================================== =


    ===================================[ System / CPU ]
    - CPU Name: Intel(R) Pentium(R) M processor 1.73GHz
    - CPU Core Speed: 1729 MHz
    - CPU Num Cores: 1
    - Family: 6 - Model: 13 - Stepping: 8
    - Physical Memory Size: 255 Mb
    - Operating System: Windows XP build 2600 [Service Pack 3]
    - DirectX Version: 9.0c
    - PhysX Version: drivers not installed


    ===================================[ Graphics Adapter / GPU ]
    - OpenGL Renderer: Chromium
    - Drivers Renderer: VirtualBox Graphics Adapter
    - DB Renderer: Unknown
    - Device Description: VirtualBox Graphics Adapter
    - Adapter String: VirtualBox Video Adapter
    - Vendor: Humper
    - Vendor ID: 0x80EE
    - Device ID: 0xBEEF
    - Drivers Version: 2.2.0.0 (4-7-2009)
    - GPU Codename: n.a.
    - GPU Unified Shader Processors: 0
    - GPU Vertex Shader Processors: 0
    - GPU Pixel Shader Processors: 0
    - Video Memory Size: 64 Mb
    - BIOS String: 0xB0C2 or later
    - Current Display Mode: 1024x768 @ 60 Hz - 32 bpp


    ===================================[ OpenGL GPU Capabilities ]
    - OpenGL Version: 1.5 Chromium 1.9
    - GLSL (OpenGL Shading Language) Version: n.a.
    - ARB Texture Units: 4
    - Vertex Shader Texture Units: 0
    - Pixel Shader Texture Units: 16
    - Geometry Shader Texture Units: 0
    - Max Texture Size: 4096x4096
    - Max Anisotropic Filtering Value: X16.0
    - Max Point Sprite Size: 0.0
    - Max Dynamic Lights: 8
    - Max Viewport Size: 4096x4096
    - Max Vertex Uniform Components: 0
    - Max Fragment Uniform Components: 0
    - Max Geometry Uniform Components: 0
    - Max Varying Float: 0
    - Max Vertex Bindable Uniforms: 0
    - Max Fragment Bindable Uniforms: 0
    - Max Geometry Bindable Uniforms: 0
    - Frame Buffer Objects (FBO) Support:[no]
    - Multiple Render Targets / Max draw buffers: 4
    - Pixel Buffer Objects (PBO) Support:[no]
    - S3TC Texture Compression Support:[no]
    - ATI 3Dc Texture Compression Support:[no]
    - Texture Rectangle Support:[yes]
    - Floating Point Textures Support:[no]
    - OpenGL Extensions: 63 extensions
    <li>GL_ARB_depth_texture</li>
    <li>GL_ARB_fragment_program</li>
    <li>GL_ARB_multisample</li>
    <li>GL_ARB_multitexture</li>
    <li>GL_ARB_occlusion_query</li>
    <li>GL_ARB_point_parameters</li>
    <li>GL_ARB_point_sprite</li>
    <li>GL_ARB_shadow</li>
    <li>GL_ARB_texture_border_clamp</li>
    <li>GL_ARB_texture_compression</li>
    <li>GL_ARB_texture_cube_map</li>
    <li>GL_ARB_texture_env_add</li>
    <li>GL_ARB_texture_env_combine</li>
    <li>GL_EXT_texture_env_combine</li>
    <li>GL_ARB_texture_env_dot3</li>
    <li>GL_EXT_texture_env_dot3</li>
    <li>GL_ARB_texture_mirrored_repeat</li>
    <li>GL_ARB_texture_non_power_of_two</li>
    <li>GL_ARB_transpose_matrix</li>
    <li>GL_ARB_vertex_buffer_object</li>
    <li>GL_ARB_vertex_program</li>
    <li>GL_ARB_window_pos</li>
    <li>GL_EXT_blend_color</li>
    <li>GL_EXT_blend_minmax</li>
    <li>GL_EXT_blend_func_separate</li>
    <li>GL_EXT_blend_subtract</li>
    <li>GL_EXT_texture_env_add</li>
    <li>GL_EXT_fog_coord</li>
    <li>GL_EXT_multi_draw_arrays</li>
    <li>GL_EXT_secondary_color</li>
    <li>GL_EXT_shadow_funcs</li>
    <li>GL_EXT_stencil_wrap</li>
    <li>GL_EXT_texture_cube_map</li>
    <li>GL_EXT_texture_edge_clamp</li>
    <li>GL_EXT_texture_filter_anisotropic</li>
    <li>GL_EXT_texture_lod_bias</li>
    <li>GL_EXT_texture_object</li>
    <li>GL_EXT_texture3D</li>
    <li>GL_IBM_rasterpos_clip</li>
    <li>GL_NV_fog_distance</li>
    <li>GL_NV_fragment_program</li>
    <li>GL_NV_register_combiners</li>
    <li>GL_NV_register_combiners2</li>
    <li>GL_NV_texgen_reflection</li>
    <li>GL_NV_texture_rectangle</li>
    <li>GL_NV_vertex_program</li>
    <li>GL_NV_vertex_program1_1</li>
    <li>GL_NV_vertex_program2</li>
    <li>GL_SGIS_generate_mipmap</li>
    <li>GL_CR_state_parameter</li>
    <li>GL_CR_cursor_position</li>
    <li>GL_CR_bounding_box</li>
    <li>GL_CR_print_string</li>
    <li>GL_CR_tilesort_info</li>
    <li>GL_CR_synchronization</li>
    <li>GL_CR_head_spu_name</li>
    <li>GL_CR_performance_info</li>
    <li>GL_CR_window_size</li>
    <li>GL_CR_tile_info</li>
    <li>GL_CR_saveframe</li>
    <li>GL_CR_readback_barrier_size</li>
    <li>GL_CR_server_id_sharing</li>
    <li>GL_CR_server_matrix</li>

    Al in one i am impressed how wel it works. Hope oracle keeps it alive after the takeover of sun.
    http://3das.noeska.com - create adventure games without programming

  2. #2
    i am impressed too and i also hope for the same.

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