As is usual when I do an extensive update with lots of things changed, a patch release is looking like it's going to be necessary sometime soon. This is just to cover a few problems that are manifesting on some peoples machines, and to fix up a few things that I'd left out.
That doesn't mean that new features won't be forthcoming. Two for you so far; first one is the return of gl_picmip for you QuakeWorld-look fanatics. Now you can set it to 10 billion and get flat shaded everything in DirectQ too!
The second is optional software Quake mipmapping. What this means in that DirectQ can generate mipmaps in a similar manner to software Quake - only 4 miplevels get generated, and liquid textures are not mipmapped at all. You can toggle this at runtime by setting gl_softwarequakemipmaps to 1; there's no need to restart the map or the renderer to make the change. Combine it with point filtering and square particles for the full effect.
Sunday, May 8, 2011
DirectQ Update - 8th May 2011
Posted by
mhquake
at
8:09 PM
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4 comments:
Are the software mipmaps independent of the render mode setting or does it just change how the mipmaps are generated?
On a totally separate subject: is it still possible (or has it ever been) to set the sound sampling rate?
I've been going through the older posts and I see you originally planned to port Quake II's sound code, and then you considered rewriting it from scratch.
I also found a post stating that you could use a certain cvar to set the sampling rate at runtime, and also a command line parameter, but neither of those seem to work.
Basically I'm asking is this a feature or not? :P
"Basically I'm asking is this a feature or not? :P"
Not a feature because it crashed the engine. I'll add it via command-line for the next if you like.
"Are the software mipmaps independent of the render mode setting or does it just change how the mipmaps are generated?"
Changes how they're generated and is independent of the mode, but if you disable mipmapping they won't work (of course). For real software Quake alikeness you'll need to set GL_NEAREST_MIPMAP_NEAREST anyway, basically because software Quake actually did use mipmaps (with 4 miplevels).
You've said that before, but mipmaps never looked right to me. Maybe this feature will fix that for me.
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