Fixed up gl_notes to reflect some of our changes, removed some stuff that is quite old (Obsidian isn't the only card with multitexture)

This commit is contained in:
Eric Windisch 2000-03-07 23:19:44 +00:00
parent 4e76d7e176
commit 0912bcbb6d

View file

@ -1,39 +1,23 @@
Glquake v0.99, Quake v1.09 release notes
3dfx owners -- read the 3dfx.txt file.
On a standard OpenGL system, all you should need to do to run glquake is put
glquake.exe in your quake directory, and run it from there. DO NOT install
the opengl32.dll unless you have a 3dfx! Glquake should change the screen
resolution to 640*480*32k colors and run full screen by default.
gl_notes.txt for QuakeForge, original copyright by Id Software.
---------------------------------------------------------------
If you are running win-95, your desktop must be set to 32k or 64k colors
before running glquake. NT can switch automatically.
Theoretically, glquake will run on any compliant OpenGL that supports the
Theoretically, quake will run on any compliant OpenGL that supports the
texture objects extensions, but unless it is very powerfull hardware that
accelerates everything needed, the game play will not be acceptable. If it
has to go through any software emulation paths, the performance will likely
by well under one frame per second.
3dfx has provided an opengl32.dll that implements everything glquake needs,
but it is not a full opengl implementation. Other opengl applications are
very unlikely to work with it, so consider it basically a "glquake driver".
See the encluded 3dfx.txt for specific instalation notes. 3dfx can only run
full screen, but you must still have your desktop set to a 16 bit color mode
for glquake to start.
resolution options
------------------
We had dynamic resolution changing in glquake for a while, but every single
opengl driver I tried it on messed up in one way or another, so it is now
limited to startup time only.
glquake -window
quake-glx -window
This will start glquake in a window on your desktop instead of switching the
screen to lower resolution and covering everything.
glquake -width 800 -height 600
glquake-glx -width 800 -height 600
Tries to run glquake at the specified resolution. Combined with -window, it
creates a desktop window that size, otherwise it tries to set a full screen
resolution.
@ -41,12 +25,12 @@ resolution.
You can also specify the resolution of the console independant of the screen
resolution.
glquake -conwidth 320
quake-glx -conwidth 320
This will specify a console resolution of 320 by 240 (the height is
automatically determined by the default 4:3 aspect ratio, you can also
specify the height directly with -conheight).
In higher resolution modes such as 800x600 and 1024x768, glquake will default
In higher resolution modes such as 800x600 and 1024x768, quake will default
to a 640x480 console, since the font becomes small enough at higher
resolutions to become unreadable. If do you wish to have a higher resolution
console and status bar, specify it as well, such as:
@ -69,18 +53,18 @@ higher size, or shrunk down to the next lower. By default, they are filtered
down to the smaller size, but you can cause it to use the larger size if you
really want by using:
glquake +gl_round_down 0
quake-glx +gl_round_down 0
This will generally run well on a normal 4 MB 3dfx card, but for other cards
that have either worse texture management or slower texture swapping speeds,
there are some additional settings that can drastically lower the amount of
textures to be managed.
glquake +gl_picmip 1
quake-glx +gl_picmip 1
This causes all textures to have one half the dimensions they otherwise would.
This makes them blurry, but very small. You can set this to 2 to make the
textures one quarter the resolution on each axis for REALLY blurry textures.
glquake +gl_playermip 1
quake-glx +gl_playermip 1
This is similar to picmip, but is only used for other players in deathmatch.
Each player in a deathmatch requires an individual skin texture, so this can
be a serious problem for texture management. It wouldn't be unreasonable to
@ -88,24 +72,22 @@ set this to 2 or even 3 if you are playing competatively (and don't care if
the other guys have smudged skins). If you change this during the game, it
will take effect as soon as a player changes their skin colors.
GLQuake also supports the following extensions for faster texture operation:
Quake also supports the following extensions for faster texture operation:
GL_SGIS_multitexture
Multitextures support allows certain hardware to render the world in one
pass instead of two. GLQuake uses two passes, one for the world textures
pass instead of two. Quake uses two passes, one for the world textures
and the second for the lightmaps that are blended on the textures. On some
hardware, with a GL_SIGS_multitexture supported OpenGL implementation, this
can be done in one pass. On hardware that supports this, you will get a
60% to 100% increase in frame rate. Currently, only 3DFX dual TMU cards
(such as the Obsidian 2220) support this extension, but other hardware will
soon follow.
60% to 100% increase in frame rate.
This extension will be autodetected and used. If for some reason it is not
working correctly, specify the command line option "-nomtex" to disable it.
GL_EXT_shared_texture_palette
GLQuake uses 16bit textures by default but on OpenGL implementations
that support the GL_EXT_shared_texture_palette extension, GLQuake will use
Quake uses 16bit textures by default but on OpenGL implementations
that support the GL_EXT_shared_texture_palette extension, Quake will use
8bit textures instead. This results in using half the needed texture memory
of 16bit texture and can improve performance. This is very little difference
in visual quality due to the fact that the textures are 8bit sources to
@ -152,6 +134,9 @@ novelty features
These are some rendering tricks that were easy to do in glquake. They aren't
very robust, but they are pretty cool to look at.
r_volfog .0009
Currently use with wateralpha .3 to try out the fog effect on water
surfaces. This will eventually lead to volumetric fog, stay tuned.
r_waterripple 5
Produces waves in the water surfaces.
@ -171,9 +156,9 @@ processed maps. 0.3 is very faint, almost like fog. 1 is completely solid
(the default). Unfortunately, the standard quake maps don't contain any
visibility information for seeing past water surfaces, so you can't just play
quake with this turned on. If you just want to see what it looks like, you
can set "r_novis 1", but that will make things go very slow. When I get a
chance, I will probably release some maps that have been processed properly
for this.
can set "r_novis 1", but that will make things go very slow. You can find
tools for created properly vis'ed maps that will run quickly with this
turned on.
r_mirroralpha
Has been removed in Quakeforge until has been rewritten, due to poor