Quake II Evolved Per Pixel Lighting Shots

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inolen
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Joined: Thu Dec 16, 1999 8:00 am

Post by inolen »

^misantropia^ wrote:no mipmapping
Yes it does.
^misantropia^
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Joined: Sat Mar 12, 2005 6:24 pm

Post by ^misantropia^ »

Where? I traced the GL calls once and the renderer doesn't do much except calling glDrawElements() with the occasional texture swapping (gross simplification, but you get the point).
Geebs
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Joined: Tue Feb 08, 2005 4:56 pm

Post by Geebs »

^misantropia^ wrote:
Geebs wrote:Yeah, r_linear_nearest etc., can't remember which precisely.
That's texture filtering, which isn't the same thing.
@Eraser: true, I forgot about curve LODs.
Erm, bilinear and trilinear filtering are methods of linear interpolation between mipmaps.
rep
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Joined: Fri Aug 30, 2002 7:00 am

Post by rep »

Am I the only one that likes the look of gl_nearest?
[img]http://members.cox.net/anticsensue/rep_june.gif[/img]
Geebs
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Joined: Tue Feb 08, 2005 4:56 pm

Post by Geebs »

Aniso all the way, bayby.

*kisses ATI overrides*
^misantropia^
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Joined: Sat Mar 12, 2005 6:24 pm

Post by ^misantropia^ »

Geebs wrote:Erm, bilinear and trilinear filtering are methods of linear interpolation between mipmaps.
No, they're methods for interpolating between texel units.
o'dium
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Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Pext wrote:i think the bumpmapping needs some work...
I think waht you mean to say is "I think your texture need some work". Local maps are local maps are local maps. We are using the same basic functions as Doom 3, so the way it will look here is the way it will look there.

Take into account odd gamma settings and what not, as well as the fact I can't do local maps for shit :P
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