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README.TXT

1Glquake v0.97, Quake v1.09 release notes
2
33dfx owners -- read the 3dfx.txt file.
4
5On a standard OpenGL system, all you should need to do to run glquake is put 
6glquake.exe in your quake directory, and run it from there.  DO NOT install 
7the opengl32.dll unless you have a 3dfx!  Glquake should change the screen 
8resolution to 640*480*32k colors and run full screen by default.
9
10If you are running win-95, your desktop must be set to 32k or 64k colors 
11before running glquake.  NT can switch automatically.
12
13Theoretically, glquake will run on any compliant OpenGL that supports the 
14texture objects extensions, but unless it is very powerfull hardware that 
15accelerates everything needed, the game play will not be acceptable.  If it 
16has to go through any software emulation paths, the performance will likely 
17by well under one frame per second.
18
193dfx has provided an opengl32.dll that implements everything glquake needs, 
20but it is not a full opengl implementation.  Other opengl applications are 
21very unlikely to work with it, so consider it basically a "glquake driver".  
22See the encluded 3dfx.txt for specific instalation notes.  3dfx can only run 
23full screen, but you must still have your desktop set to a 16 bit color mode 
24for glquake to start.
25
26resolution options
27------------------
28We had dynamic resolution changing in glquake for a while, but every single 
29opengl driver I tried it on messed up in one way or another, so it is now 
30limited to startup time only.
31
32glquake -window
33This will start glquake in a window on your desktop instead of switching the 
34screen to lower resolution and covering everything.
35
36glquake -width 800 -height 600
37Tries to run glquake at the specified resolution.  Combined with -window, it 
38creates a desktop window that size, otherwise it tries to set a full screen 
39resolution.
40
41You can also specify the resolution of the console independant of the screen
42resolution.
43
44glquake -conwidth 320
45This will specify a console resolution of 320 by 240 (the height is
46automatically determined by the default 4:3 aspect ratio, you can also
47specify the height directly with -conheight).
48
49In higher resolution modes such as 800x600 and 1024x768, glquake will default
50to a 640x480 console, since the font becomes small enough at higher 
51resolutions to become unreadable.  If do you wish to have a higher resolution
52console and status bar, specify it as well, such as:
53glquake -width 800 -height 600 -conwidth 800
54
55texture options
56---------------
57The amount of textures used in the game can have a large impact on performance.  
58There are several options that let you trade off visual quality for better 
59performance.
60
61There is no way to flush already loaded textures, so it is best to change 
62these options on the command line, or they will only take effect on some of 
63the textures when you change levels.
64
65OpenGL only allows textures to repeat on power of two boundaries (32, 64, 
66128, etc), but software quake had a number of textures that repeated at 24 
67or 96 pixel boundaries.  These need to be either stretched out to the next 
68higher size, or shrunk down to the next lower.  By default, they are filtered 
69down to the smaller size, but you can cause it to use the larger size if you 
70really want by using: 
71
72glquake +gl_round_down 0
73This will generally run well on a normal 4 MB 3dfx card, but for other cards 
74that have either worse texture management or slower texture swapping speeds, 
75there are some additional settings that can drastically lower the amount of 
76textures to be managed.
77
78glquake +gl_picmip 1
79This causes all textures to have one half the dimensions they otherwise would.  
80This makes them blurry, but very small.  You can set this to 2 to make the 
81textures one quarter the resolution on each axis for REALLY blurry textures.
82
83glquake +gl_playermip 1
84This is similar to picmip, but is only used for other players in deathmatch.  
85Each player in a deathmatch requires an individual skin texture, so this can 
86be a serious problem for texture management.  It wouldn't be unreasonable to 
87set this to 2 or even 3 if you are playing competatively (and don't care if 
88the other guys have smudged skins).  If you change this during the game, it 
89will take effect as soon as a player changes their skin colors.
90
91GLQuake also supports the following extensions for faster texture operation:
92
93GL_SGIS_multitexture
94Multitextures support allows certain hardware to render the world in one
95pass instead of two.  GLQuake uses two passes, one for the world textures
96and the second for the lightmaps that are blended on the textures.  On some
97hardware, with a GL_SIGS_multitexture supported OpenGL implementation, this
98can be done in one pass.  On hardware that supports this, you will get a
9960% to 100% increase in frame rate.  Currently, only 3DFX dual TMU cards
100(such as the Obsidian 2220) support this extension, but other hardware will
101soon follow.
102
103This extension will be autodetected and used.  If for some reason it is not
104working correctly, specify the command line option "-nomtex" to disable it.
105
106GL_EXT_shared_texture_palette
107GLQuake uses 16bit textures by default but on OpenGL implementations 
108that support the GL_EXT_shared_texture_palette extension, GLQuake will use
1098bit textures instead.  This results in using half the needed texture memory
110of 16bit texture and can improve performance.  This is very little difference
111in visual quality due to the fact that the textures are 8bit sources to
112begin with.
113
114run time options
115----------------
116At the console, you can set these values to effect drawing.
117
118gl_texturemode GL_NEAREST
119Sets texture mapping to point sampled, which may be faster on some GL systems 
120(not on 3dfx).
121
122gl_texturemode GL_LINEAR_MIPMAP
123This is the default texture mode.
124
125gl_texturemode GL_LINEAR_MIPMAP_LINEAR
126This is the highest quality texture mapping (trilinear), but only very high 
127end hardware (intergraph intense 3D / realizm) supports it.  Not that big of 
128a deal, actually.
129
130gl_finish 0
131This causes the game to not issue a glFinish() call each frame, which may make 
132some hardware run faster.  If this is cleared, the 3dfx will back up a number 
133of frames and not be very playable.
134
135gl_flashblend 0
136By default, glquake just draws a shaded ball around objects that are emiting 
137light.  Clearing this variable will cause it to properly relight the world 
138like normal quake, but it can be a significant speed hit on some systems.
139
140gl_ztrick 0
141Glquake uses a buffering method that avoids clearing the Z buffer, but some 
142hardware platforms don't like it.  If the status bar and console are flashing 
143every other frame, clear this variable.
144
145gl_keeptjunctions 0
146If you clear this, glquake will remove colinear vertexes when it reloads the 
147level.  This can give a few percent speedup, but it can leave a couple stray 
148blinking pixels on the screen.
149
150novelty features
151----------------
152These are some rendering tricks that were easy to do in glquake.  They aren't 
153very robust, but they are pretty cool to look at.
154
155r_shadows 1
156This causes every object to cast a shadow.
157
158r_wateralpha 0.7
159This sets the opacity of water textures, so you can see through it in properly 
160processed maps.  0.3 is very faint, almost like fog.  1 is completely solid 
161(the default).  Unfortunately, the standard quake maps don't contain any 
162visibility information for seeing past water surfaces, so you can't just play 
163quake with this turned on.  If you just want to see what it looks like, you 
164can set "r_novis 1", but that will make things go very slow.  When I get a 
165chance, I will probably release some maps that have been processed properly 
166for this.
167
168r_mirroralpha 0.3
169This changes one particular texture (the stained glass texture in the EASY 
170start hall) into a mirror.  The value is the opacity of the mirror surface.
171
172