Ein Kommentar zum gamma-problem

This commit is contained in:
Yamagi Burmeister 2010-09-01 09:12:55 +00:00
parent 030a5eee08
commit 6f79c383c4
1 changed files with 16 additions and 1 deletions

17
README
View File

@ -269,7 +269,7 @@ that, e.g. that Quake II is behaving like a normal window?
Hey, why is Quake II so slow?
- Because of some bugs in Mesa3Ds implementation of GL_EXT_point_
parameters Quake II doesn't use this OpenGL command, resulting
in the loss of about 50FPS on a GeForce 7950GT. If you've got a
in the loss of about 50FPS on a Radeon HD4870. If you've got a
better OpenGL implementation (a bug fixed version of Mesa3D, the
nVidia driver or ATi fglrx) you can enable this command by
uncommenting line line 57 of the Makefile.
@ -311,4 +311,19 @@ is a must for every game!
just broken. We fixed it, just type "m_filter 1" in the console and
you're done.
Why is Quake II so dark? This is not Doom 3, dude!
- Back in 1997 Quake II did the brightness adjustment with just
increasing the brightness of the textures. That was just crap, since
the dark areas would stay dark and the bright areas would get too
bright. Because of that we added hardware gamma control via SDL to
Yamagi Quake II and everyone was happy. But then X.org 7.5 came and
something broke down in SDL, X.org or the X.org driver. Hardware
gamma wasn't working any more and there was no way how we could fix
it. Some weeks later nVidia fixed the problem in their proprietary
driver but nothing happend to the free driver stack. So don't blame
us, blame X.org, your driver vendor or the SDL guyes. In fact, you've
got two choices:
1. Get yourself a nVidia card (yes I know...)
2. Use xgamma(1) to increase the brightness of the whole desktop.
===============================================================================