| ▲ | seritools 4 hours ago | |||||||||||||||||||||||||
yup, it should be renamed to "I Love GL_NEAREST_MIPMAP_NEAREST" | ||||||||||||||||||||||||||
| ▲ | Gravityloss 3 hours ago | parent | next [-] | |||||||||||||||||||||||||
Real players know you us the coarsest mipmap level the whole time, so every texture is something like 4 pixels. And 320x200 and directmouse. It's the smooth movement, high fps and direct control that provides the sense of "being there". Not the graphical fidelity. | ||||||||||||||||||||||||||
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| ▲ | hollowonepl 2 hours ago | parent | prev | next [-] | |||||||||||||||||||||||||
Of course you can but I think author’s point is to actually test/evaluate maximum performance of true software rendering on modern machines, and this is fine and refreshing exercise, even with filtering. This actually what I have also returned to in my latest demoscene demo: https://www.pouet.net/prod.php?which=106969 It’s 100% software rendering on CPU just multithreaded. But no metal/direct3d just framebuffer and rest is yours routines… and I actually added bilinear filtering… Still fun project to do and remind yourself about fundamental algorithms behind elementary 3D graphics | ||||||||||||||||||||||||||
| ▲ | maeln 4 hours ago | parent | prev | next [-] | |||||||||||||||||||||||||
You have to admit, it makes for a less catchy title | ||||||||||||||||||||||||||
| ▲ | Y444 3 hours ago | parent | prev | next [-] | |||||||||||||||||||||||||
T-shirt worthy | ||||||||||||||||||||||||||
| ▲ | jasonwatkinspdx an hour ago | parent | prev [-] | |||||||||||||||||||||||||
Yeah, when glquake and the Voodoo1 came out, I was actually initially disappointed because I'd seen demos of vquake on the verite and its texture mapping was closer to the original. But you couldn't complain about the framerate of the 3dfx. | ||||||||||||||||||||||||||