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PC/CD Gamer UK 41
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glquake
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readme.txt
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1997-01-22
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This is a preliminary release, so this readme isn't very extensive.
See the "3dfx.txt" file for 3dfx specific information. We aren't finished
with optimizing the 3dfx driver, but it is certainly good enough to play
with.
startup options
---------------
-window
Start up in a 640*480 window instead of going full screen
-width <800 / 1024 / 1280>
Go to a specific full screen resolution instead of the default 640*480.
dynamic options
---------------
gl_flashblend <0 or 1, defaults to 1>
The dynamic light flashes can be replaced with a colored blend effect, which
is much more efficient in most cases.
gl_ztrick <0 or 1, defaults to 1>
A slight speed benefit is gained by splitting the z buffer. On
professional (24+ bit) cards this is allways fine, but on 16 bit cards
you may occasionally see some pixels poke through a wall because of
limited precision.
gl_keeptjunctions <0 or 1, defaults to 0>
A lot of triangles can be saved by not exactly fixing up colinear tjunction
points, but this can cause single pixel errors at polygon borders. If you
change this, you will have to restart the level.
gl_texturemode
Determines the OpenGL texture filters. Intergraph is the only one that
really does all of these correctly.
GL_NEAREST : point sampled, no mipmaps
GL_LINEAR_MIPMAP_NEAREST : bilinear plus mipmaps
GL_LINEAR_MIPMAP_LINEAR : trilinear interpolation
gl_earlyswap <0 or 1, defaults to 1>
This determines when page flips are done, which has different effects on
different buffering schemes. Intergraph users should set this to 0,
3dfx users should leave it at 1.
Intergraph hardware
-------------------
The reactor does not support OpenGL at this time, and vquake is far more
optimized for that hardware anyway.
The intense-3D can run glquake, but only at about 8-10 fps due to limited
(15 mpix) fill rate. It does run in 24 bit color and you can turn on
trilinear with little additional penalty, though.
It runs pretty good on realizm boards, except when a lot of lights are
flickering.
The next release of intergraph's GL driver will run glquake significantly
better -- we uncovered a buffering issue that was keeping the hardware from
performing up to its potential.
3DLabs hardware
---------------
You really shouldn't run glquake on 3dlabs hardware right now. Exiting
from a full screen game crashes NT. You can still run with -window, but it
isn't really playable.
A glint-TX will properly execute glquake, but it peaks around 5 fps due to
a very low fill rate, and it goes horribly slow during texture uploads for
dynamic lights.
A permedia board does not support the proper blending modes to run glquake
normally. You can get it to work with "glquake -lm_4 +r_flashblend 0", but
it will be way slow. I think it is actually possible to get a permedia
running glquake at an almost decent rate (high teens, 512*384 res) if
3dlabs optimizes some aspects of their OpenGL driver.
Other hardware
--------------
DEC powerstorms should work the same as intergraph realizms, but DEC forgot
to enable the texture object extensions in their current drivers. I will
release NT/alpha compiled versions as soon as there is an apropriate
hardware board to run it on (glint boards aren't good enough).
Dynamic pictures' oxygen boards are not even close to working. They have
VERY slow texturing rates, and don't support texture binding.
The Real3D chips should work well as soon as they get their NT 4.0 drivers
done.
There are several other chips coming out this year that will be plenty
powerfull enough. I am willing to provide technical assistance to any
IHVs interested in optimizing their OpenGL drivers.
John Carmack
1/21/97