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Author Topic: r_monolightmaps  (Read 5038 times)
fromhell
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« on: November 14, 2011, 07:43:23 PM »

Basically a cvar that saps the colored lighting out of lightmaps and lightgrids and dynamic lights, using a 8-bit texture instead. Kind of like what I did to Quake 2.

Good idea?  Bad idea? Too pro/comp gamery?



By the way, i've already coded it. I've yet to .patch'ify it. Initially the whole idea of this feature was to get closer to PCX2 minigl friendliness. It might not make it to 0.8.8 even though it's already done.

(i've also done r_texturebits 12, which is only different from 16 by making alpha-less textures 12-bit saving a bit more texture memory while looking much uglier, as an attempt to throw more speed in for le voodoo2. i've also done a even worse r_texturebits 6, but this is not properly tested yet as RadeonHD does not support GL_R3_G3_B2 or GL_RGB2 or GL_RGBA2)


(also, made texture compression also throw alpha'd textures into DXT5. I need to add more extension checking for hardware that supports it though since some cards only can do DXT1.)
Logged

asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
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