Annotation of quakeworld/docs/glqwcl-readme.txt, revision 1.1.1.1

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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