SAGE is an OpenGL work-alike.
The code is not based on Mesa
code nor is it based on OpenGL Sample Implementation code, but written
from scratch. SAGE merely started as a toy project, with an old idea
I had about implementing a clean vertex engine. It was written
completely on my Slackware
Linux machine, but there is a Windows version available too.
Here's a list of culprits, before you start bitching about it:
- The display lists are rather slow. This is not a real issue
in games, but it might show up as slow in synthetic benchmarks.
- NO software rasterization fallbacks. That is, there's no
software back-end. I was using a Glide back-end the whole
time, to speed up development.
- EXT_compiled_vertex_array is just a stub. An application
won't gain speed from using it. I will fix it later.
- The OpenGL API is not completely implemented. SAGE is being
mainly tested on games, and features are added on an as-needed
basis.
Here's a list of things you might want to try SAGE for:
- Fast 3DNow! and SSE code.
- Software texture rescaling is transparent for cards that don't
support large textures 1.
- EXT_texture_env_combine emulation is transparent for cards that
don't support it 1.
Download SAGE for Windows here: sage-0.9.2.zip
(tested on Voodoo2 only!)
Download SAGE for Linux here: sage-0.9.2.tar.gz
(works on Voodoo1 and Voodoo2 only!)
For all those who wonder where the name SAGE comes from: for lack of a
better one. Suggestions are welcomed.
1 Voodoo Graphics, Voodoo Rush, Voodoo2, Voodoo Banshee, Voodoo3