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▲ adastra22 3 hours ago

But if you want to experience GLQuake that looks like software-rendered Quake, that's a simple settings change in your GPU driver, overriding the texture sampling mode. That's literally the only difference. I'm not sure the author is aware that it is a viable option to tweak the hardware rendering this way.

▲onli 3 hours ago | parent | next [-]

Are you sure? I haven't played enough Quake to know either way, but I did play Deus Ex in software mode (unreal engine), and that had a lot of differences to the other renderers. I very much doubt texture sampling mode alone would reach a similar result.

(It even had graphic errors, green textures in the faces etc giving everything a very alien look. But that's not what I mean).

▲seba_dos1 2 hours ago | parent | next [-]

It depends on particular renderer, obviously. Not all software renderers were being given appropriate care.

▲swinglock 2 hours ago | parent | prev [-]

It's not correct. A notable example is the water effects.

▲paulryanrogers 2 hours ago | parent | prev [-]

May be a couple settings. IIRC full bright textures didn't translate well in early GPU renderers. Often they'd appear shaded as if they weren't light sources at all.