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Author Topic: GlQuakeWOS & BlitzQuake_wos  (Read 3797 times)

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Offline Karlos

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Re: GlQuakeWOS & BlitzQuake_wos
« on: November 20, 2003, 03:37:18 AM »
Does BlitzQuake die on CVision/BVision because people try to use features beyond the Permedia2's feature set?

Things to note (I have learned far more about the P2 than I ever wanted to ;-) ):

The Permedia2 does not do chromatic blending. Hence all quake2 style coloured lighting (achieved by multiplictavely blending an RGB texture map in a second pass)  will not work.

The Permedia2 does not do MIP mapping. Therefore any minification filtering using MIP maps will not work.

If the engine has been written in an 'assumes the following features' kind of way, rather than properly querying capabilities problems may arise.
int p; // A
 

Offline Karlos

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Re: GlQuakeWOS & BlitzQuake_wos
« Reply #1 on: January 10, 2006, 01:04:35 PM »
Quote

Robert17 wrote:
GLQuakeWOS runs with all the smootness of an arthritic ball and socket joint on my 604 233mhz with CVisionPPC...

/plea
SOMEONE PLEASE MAKE A BETTER GLQUAKE FOR NON VOODOO USERS!
/plea mode off

I'm sure the Permedia 2 can do much better that 17fps in 640x480 :p


Try dropping your workbench screensize to 640x480 *before* starting the game. This will free up valuable VRAM for textures. Remember, the Permedia2 has only 8MB of VRAM for everything - framebuffers, Z buffer and textures.

int p; // A