Differences
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engines:software_vs_glquake [2011/10/29 11:19] – fixed images Spirit | engines:software_vs_glquake [2013/12/11 16:20] (current) – SiPlus | ||
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===== Differences between software rendered Quake and GLQuake ===== | ===== Differences between software rendered Quake and GLQuake ===== | ||
- | Showing some differences between the original software rendered Quake (quake.exe, winquake.exe and derivates) and hardware-accelerated GLQuake (glquake.exe and derivates). | + | Showing some differences between the original software rendered Quake (quake.exe, winquake.exe and derivates) and hardware-accelerated GLQuake (glquake.exe and derivates). |
- | Currently written in the viewpoint of Spirit who also currently | + | Currently written in the viewpoint of Spirit |
==== Texture filtering ==== | ==== Texture filtering ==== | ||
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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:// | The options available might vary based on your graphics hardware (and maybe the engine too?). This list is taken from the [[http:// | ||
- | * GL_NEAREST -> //Point sampled | + | * GL_NEAREST -> //Point sampled. Lowest quality, highest performance.// |
- | * GL_NEAREST_MIPMAP_NEAREST -> // | + | * GL_NEAREST_MIPMAP_NEAREST -> // |
* GL_NEAREST_MIPMAP_LINEAR -> // | * GL_NEAREST_MIPMAP_LINEAR -> // | ||
- | * GL_LINEAR -> //No blending.// | + | * GL_LINEAR -> //Bilinear interpolation.// |
- | * GL_LINEAR_MIPMAP_NEAREST -> //Bilinear interpolation.// | + | * GL_LINEAR_MIPMAP_NEAREST -> //Bilinear interpolation |
* GL_LINEAR_MIPMAP_LINEAR -> //Trilinear interpolation. Highest quality, lowest performance.// | * GL_LINEAR_MIPMAP_LINEAR -> //Trilinear interpolation. Highest quality, lowest performance.// | ||
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{{: | {{: | ||
+ | |||
+ | ==== Affine texture mapping ==== | ||
+ | For higher performance, | ||
+ | |||
+ | While the effects of this can be barely seen on monsters, they are very easy to spot on weapon view models. | ||
+ | |||
+ | You can see screenshots of the issue in the " | ||
+ | |||
+ | The 1st screenshot demonstrates affine texture mapping in software rendering mode. The texture looks skewed and is aligned differently on each pair of triangles. The pixels always have the same width and height, no matter how far they are from the player. | ||
+ | |||
+ | 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 re-enabled in GLQuake by setting the console variable " |