Triple Post In The Name Of Testing
#1170 posted by mjb on 2017/01/20 04:04:43
If I try to change the texture mode to anything it crashes.
#1171 posted by Baker on 2017/01/20 04:10:20
I'll do a quick update without an hour.
Mark V - Version 1.36
#1172 posted by Baker on 2017/01/20 04:56:21
Downloads at the usual place ...
http://quakeone.com/markv
-Mistake in gl_texturemode corrected (reported by Bloughburgh)
Which is one of the 2 new items in the video menu added in 1032.
Time For Beer
#1173 posted by Baker on 2017/01/20 05:08:40
Thanks for the help getting this polished up!
All the downloads are up-to-date and no compatibility issues!
Thanks to Bloughsbough for finding that issue 5 minutes after Build 1035. ;-) Way better timing than something like that happening a week from now.
/Next updates in the spring!
#1174 posted by muk on 2017/01/20 06:35:13
hip-hip-hooray!
Texture Filtering
#1175 posted by NightFright on 2017/01/20 07:49:29
Thanks a lot for the menu choice between filtered and non-filtered (pixellated) texture filtering modes. I had been asking for that for a long time. ^^
Two questions:
1) Is the option "GL_NEAREST" equivalent with the filtering mode gl_nearest_mipmap_linear?
2) I guess having this option in the menu now means that it's not necessary any more to put it into autoexec.cfg?
It's ALIVE!
#1176 posted by R00k on 2017/01/20 07:52:59
Ya every thing works for me so far no issues!
#1177 posted by Baker on 2017/01/20 08:17:37
@ mukor - Thanks! Yeah, "Time for beer" is quite literal and I'm doing the mfx right now ;-)
24 hours ago, I was left with the prospect of taking a timeout with flaw of unknown origin affecting dwere, and compatibility stuff ticks me off, compatability is #1 on the list for me and is a major reason why I engine code. Obv, I also do not like engine crashes (so couldn't rest until Bloughsburgh's problem was resolved).
Some timely insight by Johnny Law, a dev note by myself and then MH actually being able to experience the problem ... invaluable as an engine coder -- let me tell you.
@nightfright --- I added the "pixelization" option to the video menu because I honestly didn't know which one was the "right one" -- I like my FitzQuake gl_linear_mipmap_linear and if I want crunchy pixels I use therailmccoy (WinQuake version).
I found a thread where Spirit and MH discussed the issue ... Spirit said there is almost no difference between gl_nearest_mipmap_nearest and gl_nearest_mipmap_linear -- but mh (who knows both the GL renderer and WinQuake renderer better than anyone else) said gl_nearest_mipmap_nearest is the closest one.
So:
1) gl_nearest isn't gl_nearest_mipmap_linear, it's different
2) gl_nearest_mipmap_nearest is better according to mh.
I don't think about this topic often, but the "too much detail math" is here ...
https://www.khronos.org/opengles/sdk/docs/man/xhtml/glTexParameter.xml
I fall into the gl_linear_mipmap_linear preference camp, so I don't think about this topic much but I understand the appeal to those that do.
Perhaps this will be followed up with a better explanation by those more familiar with the topic. Since I'm a gl_linear_mipmap_linear (trilinear) guy ... I'm not the best guy for this job ;-)
#1178 posted by Baker on 2017/01/20 08:23:30
@rook - Thanks!
R00k -- you know what sucks? When Bloughsburg had a crash issue, I ended up booting both my Windows 8 and Windows 10 machines -- because I thought the issue could involve Win 10.
I enjoyed playing Quake on Ubuntu more than either Windows 8 or Windows 10. On Windows 10 I hit some fucked up key that activated a narrator (fuck you Windows 10!).
Meanwhile, the Linux experience was dreamy --- and in no small part because I juiced the Linux build with all the Windows-ish goodness I possibly could.
/Also, for a while I wouldn't turn on my Windows 8 machine because I feared it might be a Windows 10 machine the next morning. Windows 8 sucks compared to 7, but Windows 10 sucks 5x more than Windows 8 because the next update it might undo all the customization and cleaning out garbage out of the menu you spent time doing.
Texture Filtering II
#1179 posted by NightFright on 2017/01/20 08:44:39
According to a definition on the Quaddicted site, it's like this:
GL_NEAREST:
Point sampled. Lowest quality, highest performance.
GL_NEAREST_MIPMAP_NEAREST:
GL_NEAREST but with a bit more quality for far objects (software-like).
GL_NEAREST_MIPMAP_LINEAR:
GL_NEAREST but with even more quality for far objects.
Personally, I also think mipmap_linear offers better quality than mipmap_nearest, and that's why it was the mode I had been using all the time. Are there any chances to add this mode as well (maybe as "Pixellated/Smooth")?
#1180 posted by metlslime on 2017/01/20 08:44:52
gl_X_mipmap_Y
X = how close-up textures are rendered.
Y = how different mip levels are blended together as objects move closer or farther away.
#1181 posted by mh on 2017/01/20 09:25:50
Nearest_mipmap_nearest is closest to software Quake because software Quake used mipmaps. It's as simple as that.
If I'm in a crunchy pixel mood I use nearest_mipmap_linear which avoids banding between the mip levels. I can post screenshots later on that demonstrate this. It's one of those things that you might not notice, but once you do it drives you nuts.
Nearest on it's own disables mipmapping, which causes distant textures to shimmer and sparkle as you move around. Sometimes people mistake noise for detail, but this is basic sampling theory stuff. There's a weight of mathematical papers on it, including articles in the Mike Abrash Black Book, and I'm not going to get bogged down rehashing what others have said better elsewhere. You don't want to disable mipmaps, that's all.
The last thing is relating to mipmapped water, which Fitz and most derivatives don't have. As the water warps it can subtly shift between different miplevels. Again, drives you nuts once you notice it. Solution is to use ddx/ddy (GLSL dFdx/dFdy) on the unwarped texcoords then a tex2Dgrad lookup. You can't do that without shaders. Not sure if vkQuake or any other publicly released engine does it though.
Bug?
#1182 posted by PRITCHARD on 2017/01/20 09:26:24
https://streamable.com/4an03
This was recorded in 1.00, so it's pretty out of date. I died, rapidly clicked and started the map again like this. That's all I have to say - I haven't tried reproducing it yet.
Awesome
#1183 posted by mjb on 2017/01/20 11:57:28
Thanks Baker, I just happened to pop on at the right time I guess. Cool to see those options be included in the menu as well!
I found it strange that it crashed after trying to set a mode...then I went to the correct autoexec and saw it ONLY had the texturemode command hah. I really need to conform all of my directories with my master config.
Looking forward to trying when I get home!
#1184 posted by Joel B on 2017/01/20 20:07:50
Yeah FWIW I use nearest_mipmap_linear too. And with some anisotropy set (so I really need to go re-read that discussion above about those interactions).
Obviously that's not the pure Winquake look but I likes it. :-)
Same, nearest and mipmap linear. I like the distant smoothness with the crunchy pixels nearby.
Good Stuff
#1186 posted by mjb on 2017/01/20 21:15:24
You two rock as I have said, more beer!
No problems running 1036 from a quick test around!
Love to be able to change the water warp...it is a bit intense at 3440x1440!
May I Just Say...
#1187 posted by mh on 2017/01/20 23:09:25
It's been a fucking pleasure working with Baker on this.
@mh - Yeah, Was Fun ...
#1188 posted by Baker on 2017/01/20 23:47:43
Each of us working on different set of features at the same time in way that allowed asynchronous development which covered quite a bit mileage in short span of time.
A very enjoyable experience, indeed.
Looks like I should have picked gl_nearest_mipmap_linear instead of nearest/nearest for the option.
@bloughsburg - type "find warp" in the console.
Pixellated Mode
#1189 posted by NightFright on 2017/01/21 00:05:59
I doubt that gl_nearest is a mode many people will use. My suggestion would be to simply replace it with nearest_mipmap_linear and use that for "Pixellated" mode.
#1190 posted by QuakePone on 2017/01/21 01:50:29
Any luck on Intel graphics 3x performance? So far DX9 runs stable at 15-40 fps and is definitely better than QS.
#1191 posted by Baker on 2017/01/21 02:17:05
That's your fps on Arcane Dimensions right?
Something I Commented In Ad 1.5 Thread
#1192 posted by topher on 2017/01/21 02:21:23
Mark V has a bug with the rewind feature in demos. when you rewind, the clock go forward instead of backward.
when you pause (down arrow) and unpause, the time is resynced.
this is scr_clock
#1193 posted by Baker on 2017/01/21 02:28:42
@topher - thanks for reporting that. Must have wired up the wrong clock when absorbing some JoeQuake/ProQuake features back a couple of months ago.
/+1 to do in the spring update
@topher
#1194 posted by Baker on 2017/01/21 02:35:04
A workaround in the meantime, if you are interested. Add +pq_timer 0 to the command line or throw it in autoexec.cfg
|