gl_fullbrights 0 mode has now been done. The chosen solution was to load an extra copy of the texture for use with this mode; as I've said before this only applies to the native low-resolution 8-bit textures so video RAM overhead from it is going to be minimal. I'm also going to do gl_fullbrights 2 which will give you the same (uncorrected) blend as is used by most other engines.
gl_fullbrights and gl_overbright are now no longer saved to your config; you'll need to explicitly request them if you want to use them, and explicitly put them in an autoexec if you want to keep them. This is in line with my philosophy that fullbrights and overbrights are intended features of the Quake engine that should normally not be switched off, but also gives you the ability to switch them off if you're running a "made for GLQuake" map that has bad texturing in it.
By the same philosophy, neither option is exposed by the menus.
A few things have been fixed up with the 2D HUD/console textures. Firstly I now offset the vertex coords by -0.5 in both the x and y dimensions so that it gives correct mapping on texels in the texture image to pixels on-screen. This isn't some cheesy non-robust hack but is the recommended approach; see http://msdn.microsoft.com/en-us/library/bb219690%28VS.85%29.aspx for more information (as well as a description of the problems it overcomes).
Secondly I'm now padding scrap texture images properly so that linear filtering will no longer cause adjacent HUD icon texels to bleed into each other.
There are a few other minor changes coming up soon which I may update this post with later on. Till then.
Saturday, July 10, 2010
Updates for 10th July 2010
Posted by
mhquake
at
10:53 PM
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1 comments:
Nice, that actually made perfect sense ;)
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