Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
Last revision Both sides next revision
engines:software_vs_glquake [2013/02/14 07:19]
SiPlus [Affine texture mapping]
engines:software_vs_glquake [2013/02/15 17:01]
SiPlus
Line 22: Line 22:
 The options available might vary based on your graphics hardware (and maybe the engine too?). This list  is taken from the [[http://​ezquake.sourceforge.net/​docs/?​vars-texture-settings|ezQuake documentation]] (remember, ezQuake is <​em>​not</​em>​ a singleplayer engine): The options available might vary based on your graphics hardware (and maybe the engine too?). This list  is taken from the [[http://​ezquake.sourceforge.net/​docs/?​vars-texture-settings|ezQuake documentation]] (remember, ezQuake is <​em>​not</​em>​ a singleplayer engine):
  
-  * GL_NEAREST -> //Point sampled ​(software-like). Lowest quality, highest performance.//​ +  * GL_NEAREST -> //Point sampled. Lowest quality, highest performance.//​ 
-  * GL_NEAREST_MIPMAP_NEAREST -> //​GL_NEAREST but with a bit more quality for far objects.//+  * GL_NEAREST_MIPMAP_NEAREST -> //​GL_NEAREST but with a bit more quality for far objects ​(software-like).//
   * GL_NEAREST_MIPMAP_LINEAR -> //​GL_NEAREST but with even more quality for far objects.//   * GL_NEAREST_MIPMAP_LINEAR -> //​GL_NEAREST but with even more quality for far objects.//
-  * GL_LINEAR -> //No blending.// +  * GL_LINEAR -> //Bilinear interpolation.// 
-  * GL_LINEAR_MIPMAP_NEAREST -> //Bilinear interpolation.//​+  * GL_LINEAR_MIPMAP_NEAREST -> //Bilinear interpolation ​with a bit more quality for far objects.//
   * GL_LINEAR_MIPMAP_LINEAR -> //Trilinear interpolation. Highest quality, lowest performance.//​   * GL_LINEAR_MIPMAP_LINEAR -> //Trilinear interpolation. Highest quality, lowest performance.//​
  
Line 132: Line 132:
  
 The 2nd and 3rd screenshots show perspective-correct texture mapping. The metal shine is now a straight line, and distant pixels appear smaller than the close ones. The 2nd and 3rd screenshots show perspective-correct texture mapping. The metal shine is now a straight line, and distant pixels appear smaller than the close ones.
 +
 +On certain video cards, the effect can be enabled by enabling console variable "​gl_affinemodels"​.