The new fullbright handling code is in, so to celebrate here's some crunchy pixels.
I haven't tested this on Intel yet so I won't know the full story on performance for a while.
Tip of the day: if you're going to release a Windows binary, and if you're including a readme file, and if that readme file is a .txt file, then the least you can do is use Windows line-endings. I guess I've just found one reason why people might not read readme files.
Monday, March 14, 2011
DirectQ Update - 14th March 2011 (Part 2)
Posted by
mhquake
at
11:48 PM
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6 comments:
The hell? Why use nearest-neighbor + square particles? Just feeling feisty? I will say that the new lighting looks very nice...
Perfectly valid question and the answer is that sometimes Quake's low-res textures just don't come out well with bilinear or trilinear. Have a look at this example to see what I mean; it's a bit of an extreme one but it's relevant and once you notice it the first time you start noticing it all the time.
I still prefer trilinear for general use but sometimes I do just feel like seeing the original colours in all their glory.
As for square particles? Just to complete the "software Quake" look. ;)
(Somebody asked for them and they were easy to do).
That would be me:)
I don't think Quake looks very good with filtering because the low texture resolution makes everything too blurry and murky, like in the screenshot above. I'd rather have a game's visuals be consistent. I'm OK with water translucency because it feels like it fits with the world, but something like bump mapping or Doom 3-style lighting is too jarring.
Linear filtering makes surfaces appear a bit 'blurry', but it also drastically reduces aliasing that results in texture shimmering. Talk about jarring :)
Granted, it's sometimes fun to play Quake with nearest-neighbor just for the software nostalgia element, but after a while the shimmering tends to grate on my nerves a bit.
Meh, after playing Doom for 17 years I've developed immunity to shimmering :) This 'vacation' in Quakeland is part nostalgia and part sightseeing (trying to dig up the highlights of 15 years of mapping)
GL_NEAREST_MIPMAP_NEAREST is generally a good compromise, and is actually closer to software Quake (which used mipmaps too).
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