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1.1 root 1: GLQWCL v2.20
2:
3: 3dfx owners -- read the 3dfx.txt file.
4:
5: On a standard OpenGL system, all you should need to do to run glqwcl is put
6: glqwcl.exe in your quake directory, and run it from there. DO NOT install
7: the opengl32.dll unless you have a 3dfx! Glquake should change the screen
8: resolution to 640*480*32k colors and run full screen by default.
9:
10: If you are running win-95, your desktop must be set to 32k or 64k colors
11: before running glqwcl. NT can switch automatically.
12:
13: Theoretically, glqwcl will run on any compliant OpenGL that supports the
14: texture objects extensions, but unless it is very powerfull hardware that
15: accelerates everything needed, the game play will not be acceptable. If it
16: has to go through any software emulation paths, the performance will likely
17: by well under one frame per second.
18:
19: At this time (march '97), the only standard opengl hardware that can play
20: glqwcl reasonably is an intergraph realizm, which is a VERY expensive card.
21: 3dlabs has been improving their performance significantly, but with the
22: available drivers it still isn't good enough to play. Some of the current
23: 3dlabs drivers for glint and permedia baords can also crash NT when exiting
24: from a full screen run, so I don't recommend running glqwcl on 3dlabs
25: hardware.
26:
27: 3dfx has provided an opengl32.dll that implements everything glqwcl needs,
28: but it is not a full opengl implementation. Other opengl applications are
29: very unlikely to work with it, so consider it basically a "glqwcl driver".
30: See the encluded 3dfx.txt for specific instalation notes. 3dfx can only run
31: full screen, but you must still have your desktop set to a 16 bit color mode
32: for glqwcl to start.
33:
34: resolution options
35: ------------------
36: We had dynamic resolution changing in glqwcl for a while, but every single
37: opengl driver I tried it on messed up in one way or another, so it is now
38: limited to startup time only.
39:
40: glqwcl -window
41: This will start glqwcl in a window on your desktop instead of switching the
42: screen to lower resolution and covering everything.
43:
44: glqwcl -width 800 -height 600
45: Tries to run glqwcl at the specified resolution. Combined with -window, it
46: creates a desktop window that size, otherwise it tries to set a full screen
47: resolution.
48:
49: texture options
50: ---------------
51: The amount of textures used in the game can have a large impact on performance.
52: There are several options that let you trade off visual quality for better
53: performance.
54:
55: There is no way to flush already loaded textures, so it is best to change
56: these options on the command line, or they will only take effect on some of
57: the textures when you change levels.
58:
59: OpenGL only allows textures to repeat on power of two boundaries (32, 64,
60: 128, etc), but software quake had a number of textures that repeated at 24
61: or 96 pixel boundaries. These need to be either stretched out to the next
62: higher size, or shrunk down to the next lower. By default, they are filtered
63: down to the smaller size, but you can cause it to use the larger size if you
64: really want by using:
65:
66: glqwcl +gl_round_down 0
67: This will generally run well on a normal 4 MB 3dfx card, but for other cards
68: that have either worse texture management or slower texture swapping speeds,
69: there are some additional settings that can drastically lower the amount of
70: textures to be managed.
71:
72: glqwcl +gl_picmip 1
73: This causes all textures to have one half the dimensions they otherwise would.
74: This makes them blurry, but very small. You can set this to 2 to make the
75: textures one quarter the resolution on each axis for REALLY blurry textures.
76:
77: glqwcl +gl_playermip 1
78: This is similar to picmip, but is only used for other players in deathmatch.
79: Each player in a deathmatch requires an individual skin texture, so this can
80: be a serious problem for texture management. It wouldn't be unreasonable to
81: set this to 2 or even 3 if you are playing competatively (and don't care if
82: the other guys have smudged skins). If you change this during the game, it
83: will take effect as soon as a player changes their skin colors.
84:
85: run time options
86: ----------------
87: At the console, you can set these values to effect drawing.
88:
89: gl_texturemode GL_NEAREST
90: Sets texture mapping to point sampled, which may be faster on some GL systems
91: (not on 3dfx).
92:
93: gl_texturemode GL_LINEAR_MIPMAP
94: This is the default texture mode.
95:
96: gl_texturemode GL_LINEAR_MIPMAP_LINEAR
97: This is the highest quality texture mapping (trilinear), but only very high
98: end hardware (intergraph intense 3D / realizm) supports it. Not that big of
99: a deal, actually.
100:
101: gl_finish 0
102: This causes the game to not issue a glFinish() call each frame, which may make
103: some hardware run faster. If this is cleared, the 3dfx will back up a number
104: of frames and not be very playable.
105:
106: gl_flashblend 0
107: By default, glqwcl just draws a shaded ball around objects that are emiting
108: light. Clearing this variable will cause it to properly relight the world
109: like normal quake, but it can be a significant speed hit on some systems.
110:
111: gl_ztrick 0
112: Glquake uses a buffering method that avoids clearing the Z buffer, but some
113: hardware platforms don't like it. If the status bar and console are flashing
114: every other frame, clear this variable.
115:
116: gl_keeptjunctions 0
117: If you clear this, glqwcl will remove colinear vertexes when it reloads the
118: level. This can give a few percent speedup, but it can leave a couple stray
119: blinking pixels on the screen.
120:
121: novelty features
122: ----------------
123: These are some rendering tricks that were easy to do in glqwcl. They aren't
124: very robust, but they are pretty cool to look at.
125:
126: r_shadows 1
127: This causes every object to cast a shadow.
128:
129: r_wateralpha 0.7
130: This sets the opacity of water textures, so you can see through it in properly
131: processed maps. 0.3 is very faint, almost like fog. 1 is completely solid
132: (the default). Unfortunately, the standard quake maps don't contain any
133: visibility information for seeing past water surfaces, so you can't just play
134: quake with this turned on. If you just want to see what it looks like, you
135: can set "r_novis 1", but that will make things go very slow. When I get a
136: chance, I will probably release some maps that have been processed properly
137: for this.
138:
139: r_mirroralpha 0.3
140: This changes one particular texture (the stained glass texture in the EASY
141: start hall) into a mirror. The value is the opacity of the mirror surface.
142:
143:
144:
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