| ▲ | kridsdale1 2 hours ago | |
That did give us our first software rendered transparent water rooms though (Quake had the water opaque unless you had 3DFX card IIRC) | ||
| ▲ | mrob 2 hours ago | parent [-] | |
GLQuake introduced the r_wateralpha setting, which allowed transparent water, but the maps were still compiled with visibility calculations that assumed the water surfaces were opaque. You got visual artifacts unless you enabled r_novis to ignore the pre-calculated visibility calculations. Modern computers can handle it, but this was a heavy performance cost at the time. To work around this, people used an unofficial tool to patch the maps to support transparent water: | ||