Tremulous Forum
General => General Discussion => Topic started by: A_Total_noob on June 16, 2007, 07:24:58 pm
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Hey, heard this a few times, forgot the actual command for it-
What is the console command to make Tremulous look below lowest quality ? Heard it a few times on this forum, but didnt write down what it was at the time.
Oh, and having had activated it, how would I revert to standard graphics ?
Thanks
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/r_picmip 16
/vid_restart
revert
/r_picmip 0
/vid_restart
You can also use the menus.
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You can also change the GL rendering modes to render without texture filtering. I had to do this back when I played ET on my old Dell with a PCI NVIDIA Geforce FX 5200 to get a stable framerate over 10.
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Aha - that was it. Thanks TinMan.
Oh, and Odin, if I were to change GL rendering modes, how would I go about this ?
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r_texturemode accepts at least the following three variables:
GL_NEAREST_MIPMAP_NEAREST - Linear filter, no mipmap
GL_LINEAR_MIPMAP_NEAREST - Linear filter, nearest mipmap
GL_LINEAR_MIPMAP_LINEAR - Linear filter, linear mipmap
The first is obviously the fastest setting, but it's also very, very ugly/pixelated/fantastic. Whatever rocks your boat.
The second being the standard setting, bilinear filtering
The third being the high quality setting, trilinear filtering
You can set other modes too, but these three are the most common ones I have used over the years.
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man glRexParameter says:
GL_NEAREST
Returns the value of the texture element that is nearest (in Manhattan distance) to the cen-
ter of the pixel being textured.
GL_LINEAR Returns the weighted average of the four texture elements that are closest to the center of
the pixel being textured. These can include border texture elements, depending on the values
of GL_TEXTURE_WRAP_S and GL_TEXTURE_WRAP_T, and on the exact mapping.
GL_NEAREST_MIPMAP_NEAREST
Chooses the mipmap that most closely matches the size of the pixel being textured and uses
the GL_NEAREST criterion (the texture element nearest to the center of the pixel) to produce
a texture value.
GL_LINEAR_MIPMAP_NEAREST
Chooses the mipmap that most closely matches the size of the pixel being textured and uses
the GL_LINEAR criterion (a weighted average of the four texture elements that are closest to
the center of the pixel) to produce a texture value.
GL_NEAREST_MIPMAP_LINEAR
Chooses the two mipmaps that most closely match the size of the pixel being textured and uses
the GL_NEAREST criterion (the texture element nearest to the center of the pixel) to produce
a texture value from each mipmap. The final texture value is a weighted average of those two
values.
GL_LINEAR_MIPMAP_LINEAR
Chooses the two mipmaps that most closely match the size of the pixel being textured and uses
the GL_LINEAR criterion (a weighted average of the four texture elements that are closest to
the center of the pixel) to produce a texture value from each mipmap. The final texture
value is a weighted average of those two values.
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Too bad 9 out of 10 people won't understand anything of what you posted, Ijsje :roll:
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But 7.43 out of 10 will be smart enough to try them all.
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But 7.43 out of 10 will be smart enough to try them all.
Can't argue with numbers! 8)
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Hmm. I see. Cheers for that.
Ill have a play around with them.
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and 1 out of 10 will try only the first and the last
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and 1 out of 10 will try only the first and the last
Hah, that's a nice one! 8)