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engines:software_vs_glquake [2013/02/14 07:19] SiPlus [Affine texture mapping] |
engines:software_vs_glquake [2013/12/11 16:20] (current) 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.// | ||
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| While the effects of this can be barely seen on monsters, they are very easy to spot on weapon view models. | 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 "Non-square pixels" section. | + | You can see screenshots of the issue in the "Non-square pixels" section. |
| - | The 1st screenshot demonstrates affine texture mapping in software rendering mode. The texture looks skewed and is aligned differently on each pair of triangles in a quad. The pixels always have the same width and height, no matter how far they are from the player. | + | 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. | 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. | ||
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| + | On certain video cards, the effect can be re-enabled in GLQuake by setting the console variable "gl_affinemodels" to non-zero. | ||

Easily install and launch Quake maps with the cross-platform