The 3Dfx Quake GL, aka mini-driver, aka miniport,
aka Game GL, aka 3Dfx GL alpha, implemented only a
Quake-specific subset of OpenGL (see
an inofficial list of supported code paths). It is
not supported, and not updated anymore.
It was a Win32 DLL (
by 3Dfx and was available for Windows only. This
DLL is not, and will not be ported to Linux.
Yes. A Quake linuxquake v0.97 binary has been released based on Mesa with Glide. The Quake2 q2test binary for Linux and Voodoo Graphics (tm) has been made available as well. A full Quake2 for Linux was released in January 1998, starting with linuxquake2-3.10. The current linuxquake2-3.13 release also has Mesa based OpenGL rendering. Dave Kirsch email@example.com is the official maintainer of all Linux ports of Quake, Quakeworld, and Quake2, including all the recent Mesa based ports. Note that all Linux ports, including the Mesa based ones, are not officially supported by id Software.
See ftp.idsoftware.com/idstuff/quake/unix/ for the latest releases.
A revision of Mesa and the Mesa-based Linux glQuake2 is in preparation. Mesa already does support this by GLX, but as of now, Linux glQuake2 does not use GLX.
As for Linux Quake (Q1), I have no information that this will be updated for use in window.
There is a library meant to offer better support for glQuake2 in a X11/XFree86 window. From the README:
"The idea is to emulate all the svgalib/fxMesa functions used by Quake. This emulation library (called qkHack Library) uses GLX/X11 API to setup the rendering screen and to get mouse/keyboard inputs. You can dynamically switch between fullscreen rendering and the in window rendering just pressing the TAB key (you must start your X server in 16 bpp mode in order to use this feature)."
It also offers DGA with XFree86 to speed up window hack framebuffer copying, and to provide Win32-style mouse usage. The library is maintained by David Bucciarelli firstname.lastname@example.org and can be found at www-hmw.caribel.pisa.it/fxmesa/.
Try using program
pass which is included
in the Glide distribution. All it does is open
the card and close it again. If the card is speaking
to the machine, that should reset it. If the card
is really wedged it will not help, and a reset is
Here is an excerpt, as of January 7th, 1998. I omitted most stuff not specific to 3Dfx hardware.
As Dave Kirsch posted on January 28th, 1998: an exploit
for Quake2 under Linux has been published. Quake2 is using
shared libraries. While the READMRE so far does not
specifically mention it, note that Quake2 should not be
If you want to use the
renderers, you should run Quake2 as root. Do not make the
binary setuid. You can only run both those renderers at
the console only, so being root is not that much of an issue.
The X11 render does not need any root permissions
/dev/dsp is writable by others for sound).
The dedicated server mode does not need to be root either,
Problems such as root requirements for games has been sort
of a sore spot in Linux for a number of years now. This is
one of the goals that e.g. GGI is targetting to fix.
ref_ggi might be supported in the near future.
To my understanding, glQuake as well as glQuake2 will use a multitexture EXTension if the OpenGL driver in question offers it. The current Mesa implementation and the Glide driver for Linux do not yet support this extension, so for the time being the answer is no. See section on Mesa and multitexturing for details.
Not yet. Supposedly the upcoming XFree86 3.3.2 release will provide the custom changes necessary to run Voodoo Rush (tm) based boards with Linux and the respective Linux Glide.
Note that games like glQuake and qlQuake2 will still fullscreen with Voodoo Rush (tm), but you will gain some performance as there will be a page flip instead of blitting the Voodoo Rush (tm) framebuffer to the video memory, as currently required.
See above. The only Voodoo 2 (tm) specific use would be use of multitexturing. According to John Carmack: "If you are using multitexture, some textures have to be on opposite TMUs - in quake's case, all the environment textures must be on the bottom TMU and all the lightmaps must be on the upper TMU. Models skins could be in either, but it isn't optimally sorted out, so there is a definite packing loss."
Try some of these sites: the "The Linux Quake Resource" at linuxquake.telefragged.com, or the "Linux Quake Page" at www.planetquake.com/threewave/linux/. Alternatively, you could look for Linux Quake sites in the "SlipgateCentral" database at www.slipgatecentral.com.