Differences
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engines:software_vs_glquake [2013/02/14 07:21] SiPlus [Affine texture mapping] |
engines:software_vs_glquake [2013/02/15 17:01] SiPlus |
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| 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.// | ||

Easily install and launch Quake maps with the cross-platform