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The Quake sources as originally release under the GPL license on December 21, 1999
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QW/docs/glqwcl-readme.txt
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144
QW/docs/glqwcl-readme.txt
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GLQWCL v2.20
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3dfx owners -- read the 3dfx.txt file.
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On a standard OpenGL system, all you should need to do to run glqwcl is put
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glqwcl.exe in your quake directory, and run it from there. DO NOT install
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the opengl32.dll unless you have a 3dfx! Glquake should change the screen
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resolution to 640*480*32k colors and run full screen by default.
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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 glqwcl. NT can switch automatically.
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Theoretically, glqwcl 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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At this time (march '97), the only standard opengl hardware that can play
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glqwcl reasonably is an intergraph realizm, which is a VERY expensive card.
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3dlabs has been improving their performance significantly, but with the
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available drivers it still isn't good enough to play. Some of the current
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3dlabs drivers for glint and permedia baords can also crash NT when exiting
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from a full screen run, so I don't recommend running glqwcl on 3dlabs
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hardware.
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3dfx has provided an opengl32.dll that implements everything glqwcl needs,
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but it is not a full opengl implementation. Other opengl applications are
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very unlikely to work with it, so consider it basically a "glqwcl driver".
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See the encluded 3dfx.txt for specific instalation notes. 3dfx can only run
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full screen, but you must still have your desktop set to a 16 bit color mode
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for glqwcl to start.
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resolution options
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------------------
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We had dynamic resolution changing in glqwcl for a while, but every single
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opengl driver I tried it on messed up in one way or another, so it is now
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limited to startup time only.
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glqwcl -window
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This will start glqwcl 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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glqwcl -width 800 -height 600
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Tries to run glqwcl 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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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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glqwcl +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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glqwcl +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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glqwcl +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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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, glqwcl 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, glqwcl 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 glqwcl. They aren't
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very robust, but they are pretty cool to look at.
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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. When I get a
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chance, I will probably release some maps that have been processed properly
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for this.
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r_mirroralpha 0.3
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This changes one particular texture (the stained glass texture in the EASY
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start hall) into a mirror. The value is the opacity of the mirror surface.
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