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- GLQuake 1.0 beta 6.1
-
- bWhat's new:n
-
- GLQuake is more than 10% faster then the latest beta.
-
- added the following options:
- -bpp
- -height
- -windowmode
- -maxsize
-
- added the following console vars:
- GL_POLYOFFSET (only usefull on a cv3d)
- GL_WARP (which enable/disable a rendering trick to speed up the guake engine)
-
- corrected a zbuffer bug on the cv3d
-
- bRequirement:n
-
- - PPC cpu
- - WarpOS (powerpc.library 15.0+)
- - Warp3D v3 (warp3dppc.library 3.0+)
- - 3D graphic card
- - 40 Mb of ram (min 32 Mb free, with at least 16 Mb contiguos)
- - CGX V4+ (not tested with CGX V3 nor Picasso96)
-
- bto run the game:n
-
- stack 500000
- GLQuakeWOS
-
- boptions:n
-
- -width xxx
- where xxx if the resolution you want. eg -width 640, default 320
-
- -height xxx
- just use it if you don't want to have the usual 4:3 aspect ratio
-
- -bpp xx
- 15 or 16 bit screen, default 15
-
- -buf xx
- 2 for double buffering, 3 for triple buffering, default 3
-
- -windowmode
- open the glquake window on the workbench, the wb must be 15 or 16 bit
- PLEASE NOTE: on a cv3d it works on an 15 bit workbench screen only
- PLEASE NOTE: the -buf and -bpp options don't work when windowmode is
- enabled
-
- -maxsize xxx
- select the amount of texture memory used, a higher value means more memory used and higher texture quality.
- 128,256,512,1024,default 256
- PLEASE NOTE: on a cv3d the -maxsize 128 is suggested
- PLEASE NOTE: on a 32 Mb machine -maxsize 128 is suggested
-
- -texturemode
- GL_NEAREST or GL_LINEAR, deafult GL_LINEAR
-
- -fog
-
- -dither (ON or OFF, default ON) ATTENTION: to enable this feature you have
- to set the ENV:Warp3D/Permedia2/Dither var to boffn
-
- bon the console:n
-
- GLWARP (0 or 1,default 1) enable/disable a little trick to speedup rendering, disable it if you noticed graphic errors
- GL_FOG (0 or 1,defailt 0)
- GL_DITHERING (0 or 1,default 0) (see above)
- GL_TEXTUREMODE (GL_NEAREST or GL_LINEAR,default GL_LINEAR)
- GL_VIDEOSYNC (0 or 1) usefull only when used with -buf 2
- GL_FLASHBLEND (0 or 1,default 0)
- GL_POLYBLEND (0 or 1, default 0)
- R_SHADOWS (0 or 1)
-
- bsuggestions:n
-
- if you get problems playing GLQuake try to reduce your WB colors and resolution,
- and be sure to have the 15bit modes enabled (ENV:CyberGraphX/HIDE15BIT set
- to 0)
-
- On a cv3d, the following comand line is suggested:
-
- stack 500000
- GLQuakeWOS -maxsize 128 -width 320 -height 200 -texturemode GL_NEAREST -nosound
-
- On a 32 Mb machine the following comand line is suggested:
-
- stack 300000
- GLQuakeWOS -mem 6 - maxsize 128
-
- bspeed:n
-
- actually GLQuake is as fast as the cpu renderer version on most PPC cpu, at the
- lower resolution (320x240), at higher resolution it's faster than any cpu version.
- ATM it's a pure C written program, there are not ASM opts. at all (apart on
- the sound side)
- Anyway the GLQuake engine redraw the entire screen two times each frame, and
- there is a lot of overdraw,and texture uploading on the vram.
-
- To speed it up, try to use GL_TEXTUREMODE GL_NEAREST
- This give more than 1 fps on a 320 screen, but it looks worse.
- Leave the GL_WARP var to 0
- Disabling sound (-nosound) gives another 0.8 fps.
- From CGXMode create a new 480 x 360 (or 512 x 384) 15/16 bit screen and use
- -width 480 (or -width 512) This way it looks like a 640x480 screenmode, but
- it's faster.
-
- bbugs report:n
-
- when reporting bugs please add the following informations
-
- - cpu type
- - Ram size
- - gfx card type
- - library version (powerpc, warp3d, cgx or picasso)
- - env: status
-
- email: glquake@libero.it
-
- bfuture:n
-
- I'm waiting for any suggestions/comments and bugs report
-
- Ciao
-
- Massimiliano
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