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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.//​