[MacGLQuake] main source of slowdown in GlQuake

pOx pox@planetquake.com
Mon, 07 Aug 2000 00:39:18 -0400


> From: greenwud@cstone.net (The Greenwood's)
> 
> Dynamic lights kill the frame rate with a sledgehammer (or perhaps a rocket
> launcher? :).  It's as simple as that.  Thankfully, the gl_flashblend 1
> implementation is better than it was in RAVE Quake.  To be sure, dynamic
> lights hurt the frame rate on any other version of Quake, but the effect is
> very visibly noticeable in MacGLQuake.  I have no idea why exactly this
> happens.

There isn't much you can do to speed up dynamic light rendering. If you want
to _totally_ get rid of dynamic lights, set both GL_FLASHBLEND and R_DYNAMIC
to 0.
As far as I can tell, rendering dynamic lights in Quake1 and Quake3 results
in similar performance drops.

> One other rendering "bug" I've seen is that the textures seem much more
> heavily mipmapped than they ever did in RAVE Quake.  Kinda like bilinear
> vs. trilinear filtering in Quake 3.  Actually, I bet that's it.  Did RAVE
> Quake run in trilinear filtering?  Maybe it's not fair to compare OpenGL
> and RAVE...

RAVE just looks different. I much prefer the OGL or GLIDE look.
If you want to play with the texture settings, set GL_TEXTUREMODE to one of
the following;
GL_NEAREST
GL_NEAREST_MIPMAP_NEAREST
GL_NEAREST_MIPMAP_LINEAR
GL_LINEAR
GL_LINEAR_MIPMAP_NEAREST (default - bilinear)
GL_LINEAR_MIPMAP_LINEAR (trilinear)

pOx
pox@planetquake.com
--