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up redirection?
Reply with quote redirection? :: 2010-4-16 @ 07:52 pm
RaVeN-05
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Joined: 2009-12-30
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Location: Ukraine
OpenGlide take glide instructions and redirect them to opengl instructions.
I have question:
Which instruction controls texture smoothing
linear smooth - glide call(name?) - redirect to opengl(name?)
bilinear smooth - glide call(name?) - redirect to opengl(name?)
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Reply with quote Re: redirection? :: 2010-4-16 @ 10:14 pm
Glidos
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What's "linear smooth"?
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Reply with quote Re: redirection? :: 2010-4-16 @ 10:24 pm
RaVeN-05
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Joined: 2009-12-30
Posts: 72
Location: Ukraine
texture smooth like in blood game on walls

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Reply with quote Re: redirection? :: 2010-4-17 @ 07:27 am
Glidos
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Ah, I thought this might be a question about Blood. There is no linear method in Glide or OpenGL. Blood is unusual in that the 3dfx port is a bit of a hack: where the software version generates lines, the 3dfx port generates long, thin, one-pixel-wide triangles. Glide and OpenGl can bilinearly interpolate only over a singel triangle, so you get interpolation in only one dimension (a sort of linear interpolation as you say).

So how come GliDOS manages bilinear interpolation? Well GliDOS spots the pattern of long thin triangles and stiches them together to form big triangles, also working out all the correct perspective parameters to make them display correctly. That allows true bilinear interpolation and also drastically reduces the triangle count per frame.
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Reply with quote Re: redirection? :: 2010-4-17 @ 04:52 pm
RaVeN-05
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Joined: 2009-12-30
Posts: 72
Location: Ukraine
What happened with sky in blood?
there too have lines even in glidos.
You added trilinear filtering but in far range it drop out.
One Unit Whole Blood version preconfigured for glidos doesnot have
last episode (post mortem) and doesnot have some alternative weapon attack. This 3dfx is BETA, this is more stable than Alpha? (but alpha contain full blood version).
I am use OpenGL in glidos but border blinking(((

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Reply with quote Re: redirection? :: 2010-4-21 @ 08:54 pm
RaVeN-05
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Joined: 2009-12-30
Posts: 72
Location: Ukraine
Why resolution 640x400 doesnot exist?
Blood game default have 320x200 - if use 640x400.
We scale all 2d images by 2 and this looking clear and nicer!
Even if possible add GL_TEXTURE_NON_POWER_OF_TWO
this would be awesome =0 (reduce memory usage and improve image quality for non power of two images)

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Reply with quote Re: redirection? :: 2010-4-22 @ 08:59 am
Glidos
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RaVeN-05 wrote:
What happened with sky in blood?
there too have lines even in glidos.

Do you mean the vertical lines very 30 degrees or so? That's just the join between the actual textures.
Quote:

You added trilinear filtering but in far range it drop out.

I'm not sure what you mean. Mipmaps? That works doesn't it?
Quote:

One Unit Whole Blood version preconfigured for glidos doesnot have
last episode (post mortem) and doesnot have some alternative weapon attack. This 3dfx is BETA, this is more stable than Alpha? (but alpha contain full blood version).

Not sure there's much that can be done there. I don't think the Alpha will work. Might be possible to copy content from one version to another.
Quote:

I am use OpenGL in glidos but border blinking(((

Yeah, I've seen that at times. I should check that out sometime
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Reply with quote Re: redirection? :: 2010-4-22 @ 09:02 am
Glidos
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Posts: 3090
RaVeN-05 wrote:
Why resolution 640x400 doesnot exist?
Blood game default have 320x200 - if use 640x400.
We scale all 2d images by 2 and this looking clear and nicer!
Even if possible add GL_TEXTURE_NON_POWER_OF_TWO
this would be awesome =0 (reduce memory usage and improve image quality for non power of two images)

Lost me a bit there. Is this to do with the bad quality of the HUD?
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