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Mark V - Release 1.00
http://quakeone.com/markv/

* Nehahra support -- better and deeper link
* Mirror support, "mirror_" textures. video
* Quaddicted install via console (i.e. "install travail")
* Full external texture support DP naming convention
* Enhanced dev tools texturepointer video inspector video
* IPv6 support, enhanced server capabilities
* Enhance co-operative play (excels at this!)
* Software renderer version (WinQuake)
* "Find" information command (ex. type "find sky")

Thanks to the beta testers! NightFright, fifth, spy, gunter, pulsar, johnny law, dwere, qmaster, mfx, icaro, kinn, adib, onetruepurple, railmccoy

And thanks to the other developers who actively provided advice or assistance: Spike (!), mh, ericw, metlslime and the sw guys: mankrip and qbism.

/Mac version is not current yet ...; Linux will happen sometime in 2017
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Winquake Hipnotic Music 
scourge of armagon music won't play unless you change the the volume slider. dissolution and vanilla work fine. 
Lol 
ask otr or eddie to fix it 
Host_Error: AllocBlock: Full 
Had this issue while trying to play Artistic's map for MapJamX, while using D3D9.

Any idea on how to fix this? 
Antialiasing And Anisotropic Filtering 
I love the look of GL_NEAREST but there's horrible texture aliasing, which is improved by going to one of the mipmap_linear modes but then you lose the charming pixelated look.

Also, is it possible to add support for Antialiasing? I've tried forcing it in the Nvidia control panel seeing as this is a DX9 game, but it didn't work.
SMAA injector works, but it's only FXAA and makes the game blurry. 
Unfortunate Spam Bumps 
getting me excited for a new build but it's just bots on google bumping up the thread :( 
I Know 
it's driving me nuts... some kind soul go nudge Baker :( 
Great Port But Unfortunately It Can Crash On Me Sometimes 
The crash can happen randomly when exiting levels. Curiously it happens often when exiting E1M5 Gloom Keep for some reason. Just giving feedback, hope it can be fixed. 
Testure Filtering 
GL_NEAREST_MIPMAP_LINEAR should give the best result. 
 
GL_NEAREST_MIPMAP_LINEAR disables anisotropic filtering. The lack of anisotropic filtering is the main reason for the texture aliasing, since Quake's textures are low res enough to not get grainy when viewed from a perpendicular angle. 
Mankrip 
Is that exclusive to just nearest+linear, or all nearest* modes? Asking because I'm otetty sure that with nearest+nearest, I can see a bug difference between anisotropy 1 and 16 on the far away surfaces (in Fitz/QS). 
I'm Otetty? 
Meant to say "I'm pretty" (duh). 
Well... 
... I´m otetty glad you did the clarification :D 
#2640 
That may be driver-dependent, but I've never seen NEAREST_MIPMAP_LINEAR getting anisotropic filtered.

The _MIPMAP_LINEAR thing, afaik, basically tells the GPU to use linear filtering when generating the mipmaps. So, it influences the quality of the data that's rendered, but not the rendering itself.

If you're noticing a difference when _MIPMAP_LINEAR is turned on, your GPU may be generating anisotropic mipmaps (ripmaps) for the textures. But I'm still skeptical about it using anisotropic filtering per se.

Anisotropic filtering is like a superset of trilinear filtering. While trilinear filtering filters across square mipmap levels (both coordinates at once), anisotropic filtering filters across each texel coordinate individually.

Now, the huge catch is, pretty much all GPUs requires bilinear filtering to be enabled if you want to use trilinear filtering (and anisotropic filtering)... But mathematically, bilinear filtering isn't required. Bilinear filtering only filters across the UV plane, regardless of mipmap level. You can still blend mipmap levels (including anisotropic ones) without blending UV coordinates.

Well, this video doesn't show it, but Retroquad can do trilinear filtering of mipmap levels without doing bilinear filtering of texel coordinates.

I also want to implement anisotropic mipmapping someday, and it won't require bilinear filtering either, but anisotropic filtering may require it. Anisotropic mipmaps can be trilinearly interpolated across mipmap levels with the same width/height aspect, but afaik, to do anisotropic interpolation on them, the blending across mipmap levels must be done in a subtexel scale. Or maybe not. I haven't got to that part yet. 
 
QS supports nearest+anisotropy
for some engines (Nehahra's GLQ, probably GLQ in general) anisotropy can also be forced via drivers, but not for MarkV

a good spot to see the effects of AF is the floor right at the start of WarpSpasm

I think with AF on, NEAREST and NEAREST_MIPMAP_LINEAR behave identically in QS, but I don't know what happens behind the scenes 
 
QS supports nearest+anisotropy

Not in my Intel HD Graphics 3000. So, that's really a driver/GPU issue.

With the amoung of "pixelated 3D" games being released nowadays, support for it may become more common. 
 
the anisotropy extension defines the behaviour only for when using trilinear filtering.
If you try using it anyway then you get undefined results - including glitches. Ultimately it depends on the drivers/hardware as to whether it works or not. 
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