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- This is a preliminary release, so this readme isn't very extensive.
-
- See the "3dfx.txt" file for 3dfx specific information. We aren't finished
- with optimizing the 3dfx driver, but it is certainly good enough to play
- with.
-
-
- startup options
- ---------------
- -window
- Start up in a 640*480 window instead of going full screen
-
- -width <800 / 1024 / 1280>
- Go to a specific full screen resolution instead of the default 640*480.
-
- dynamic options
- ---------------
- gl_flashblend <0 or 1, defaults to 1>
- The dynamic light flashes can be replaced with a colored blend effect, which
- is much more efficient in most cases.
-
- gl_ztrick <0 or 1, defaults to 1>
- A slight speed benefit is gained by splitting the z buffer. On
- professional (24+ bit) cards this is allways fine, but on 16 bit cards
- you may occasionally see some pixels poke through a wall because of
- limited precision.
-
- gl_keeptjunctions <0 or 1, defaults to 0>
- A lot of triangles can be saved by not exactly fixing up colinear tjunction
- points, but this can cause single pixel errors at polygon borders. If you
- change this, you will have to restart the level.
-
- gl_texturemode
- Determines the OpenGL texture filters. Intergraph is the only one that
- really does all of these correctly.
- GL_NEAREST : point sampled, no mipmaps
- GL_LINEAR_MIPMAP_NEAREST : bilinear plus mipmaps
- GL_LINEAR_MIPMAP_LINEAR : trilinear interpolation
-
- gl_earlyswap <0 or 1, defaults to 1>
- This determines when page flips are done, which has different effects on
- different buffering schemes. Intergraph users should set this to 0,
- 3dfx users should leave it at 1.
-
- Intergraph hardware
- -------------------
- The reactor does not support OpenGL at this time, and vquake is far more
- optimized for that hardware anyway.
-
- The intense-3D can run glquake, but only at about 8-10 fps due to limited
- (15 mpix) fill rate. It does run in 24 bit color and you can turn on
- trilinear with little additional penalty, though.
-
- It runs pretty good on realizm boards, except when a lot of lights are
- flickering.
-
- The next release of intergraph's GL driver will run glquake significantly
- better -- we uncovered a buffering issue that was keeping the hardware from
- performing up to its potential.
-
- 3DLabs hardware
- ---------------
- You really shouldn't run glquake on 3dlabs hardware right now. Exiting
- from a full screen game crashes NT. You can still run with -window, but it
- isn't really playable.
-
- A glint-TX will properly execute glquake, but it peaks around 5 fps due to
- a very low fill rate, and it goes horribly slow during texture uploads for
- dynamic lights.
-
- A permedia board does not support the proper blending modes to run glquake
- normally. You can get it to work with "glquake -lm_4 +r_flashblend 0", but
- it will be way slow. I think it is actually possible to get a permedia
- running glquake at an almost decent rate (high teens, 512*384 res) if
- 3dlabs optimizes some aspects of their OpenGL driver.
-
- Other hardware
- --------------
- DEC powerstorms should work the same as intergraph realizms, but DEC forgot
- to enable the texture object extensions in their current drivers. I will
- release NT/alpha compiled versions as soon as there is an apropriate
- hardware board to run it on (glint boards aren't good enough).
-
- Dynamic pictures' oxygen boards are not even close to working. They have
- VERY slow texturing rates, and don't support texture binding.
-
- The Real3D chips should work well as soon as they get their NT 4.0 drivers
- done.
-
- There are several other chips coming out this year that will be plenty
- powerfull enough. I am willing to provide technical assistance to any
- IHVs interested in optimizing their OpenGL drivers.
-
-
-
- John Carmack
- 1/21/97
-