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165 lines
6.9 KiB
Text
165 lines
6.9 KiB
Text
gl_notes.txt for QuakeForge, original copyright by Id Software.
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---------------------------------------------------------------
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If you are running win-95, your desktop must be set to 32k or 64k colors
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before running glquake. NT can switch automatically.
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Theoretically, quake will run on any compliant OpenGL that supports the
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texture objects extensions, but unless it is very powerfull hardware that
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accelerates everything needed, the game play will not be acceptable. If it
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has to go through any software emulation paths, the performance will likely
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by well under one frame per second.
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resolution options
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------------------
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quake-glx -window
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This will start glquake in a window on your desktop instead of switching the
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screen to lower resolution and covering everything.
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glquake-glx -width 800 -height 600
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Tries to run glquake at the specified resolution. Combined with -window, it
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creates a desktop window that size, otherwise it tries to set a full screen
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resolution.
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You can also specify the resolution of the console independant of the screen
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resolution.
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quake-glx -conwidth 320
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This will specify a console resolution of 320 by 240 (the height is
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automatically determined by the default 4:3 aspect ratio, you can also
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specify the height directly with -conheight).
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In higher resolution modes such as 800x600 and 1024x768, quake will default
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to a 640x480 console, since the font becomes small enough at higher
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resolutions to become unreadable. If do you wish to have a higher resolution
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console and status bar, specify it as well, such as:
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glquake -width 800 -height 600 -conwidth 800
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texture options
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---------------
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The amount of textures used in the game can have a large impact on performance.
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There are several options that let you trade off visual quality for better
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performance.
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There is no way to flush already loaded textures, so it is best to change
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these options on the command line, or they will only take effect on some of
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the textures when you change levels.
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OpenGL only allows textures to repeat on power of two boundaries (32, 64,
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128, etc), but software quake had a number of textures that repeated at 24
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or 96 pixel boundaries. These need to be either stretched out to the next
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higher size, or shrunk down to the next lower. By default, they are filtered
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down to the smaller size, but you can cause it to use the larger size if you
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really want by using:
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quake-glx +gl_round_down 0
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This will generally run well on a normal 4 MB 3dfx card, but for other cards
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that have either worse texture management or slower texture swapping speeds,
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there are some additional settings that can drastically lower the amount of
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textures to be managed.
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quake-glx +gl_picmip 1
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This causes all textures to have one half the dimensions they otherwise would.
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This makes them blurry, but very small. You can set this to 2 to make the
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textures one quarter the resolution on each axis for REALLY blurry textures.
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quake-glx +gl_playermip 1
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This is similar to picmip, but is only used for other players in deathmatch.
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Each player in a deathmatch requires an individual skin texture, so this can
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be a serious problem for texture management. It wouldn't be unreasonable to
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set this to 2 or even 3 if you are playing competatively (and don't care if
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the other guys have smudged skins). If you change this during the game, it
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will take effect as soon as a player changes their skin colors.
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Quake also supports the following extensions for faster texture operation:
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GL_SGIS_multitexture
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Multitextures support allows certain hardware to render the world in one
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pass instead of two. Quake uses two passes, one for the world textures
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and the second for the lightmaps that are blended on the textures. On some
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hardware, with a GL_SIGS_multitexture supported OpenGL implementation, this
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can be done in one pass. On hardware that supports this, you will get a
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60% to 100% increase in frame rate.
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This extension will be autodetected and used. If for some reason it is not
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working correctly, specify the command line option "-nomtex" to disable it.
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GL_EXT_shared_texture_palette
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Quake uses 16bit textures by default but on OpenGL implementations
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that support the GL_EXT_shared_texture_palette extension, Quake will use
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8bit textures instead. This results in using half the needed texture memory
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of 16bit texture and can improve performance. This is very little difference
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in visual quality due to the fact that the textures are 8bit sources to
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begin with.
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run time options
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----------------
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At the console, you can set these values to effect drawing.
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gl_texturemode GL_NEAREST
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Sets texture mapping to point sampled, which may be faster on some GL systems
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(not on 3dfx).
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gl_texturemode GL_LINEAR_MIPMAP
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This is the default texture mode.
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gl_texturemode GL_LINEAR_MIPMAP_LINEAR
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This is the highest quality texture mapping (trilinear), but only very high
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end hardware (intergraph intense 3D / realizm) supports it. Not that big of
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a deal, actually.
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gl_finish 0
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This causes the game to not issue a glFinish() call each frame, which may make
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some hardware run faster. If this is cleared, the 3dfx will back up a number
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of frames and not be very playable.
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gl_flashblend 0
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By default, glquake just draws a shaded ball around objects that are emiting
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light. Clearing this variable will cause it to properly relight the world
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like normal quake, but it can be a significant speed hit on some systems.
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gl_ztrick 0
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Glquake uses a buffering method that avoids clearing the Z buffer, but some
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hardware platforms don't like it. If the status bar and console are flashing
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every other frame, clear this variable.
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gl_keeptjunctions 0
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If you clear this, glquake will remove colinear vertexes when it reloads the
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level. This can give a few percent speedup, but it can leave a couple stray
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blinking pixels on the screen.
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novelty features
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----------------
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These are some rendering tricks that were easy to do in glquake. They aren't
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very robust, but they are pretty cool to look at.
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r_volfog .0009
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Currently use with wateralpha .3 to try out the fog effect on water
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surfaces. This will eventually lead to volumetric fog, stay tuned.
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r_waterripple 5
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Produces waves in the water surfaces.
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r_waterwarp 0
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Turns waterwarp effect off underwater
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r_fog .0005
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Makes fog based on the Exp2 equation.
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r_shadows 1
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This causes every object to cast a shadow.
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r_wateralpha 0.7
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This sets the opacity of water textures, so you can see through it in properly
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processed maps. 0.3 is very faint, almost like fog. 1 is completely solid
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(the default). Unfortunately, the standard quake maps don't contain any
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visibility information for seeing past water surfaces, so you can't just play
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quake with this turned on. If you just want to see what it looks like, you
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can set "r_novis 1", but that will make things go very slow. You can find
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tools for created properly vis'ed maps that will run quickly with this
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turned on.
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r_mirroralpha
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Has been removed in Quakeforge until has been rewritten, due to poor
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implimentation.
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