myk

Posts: 14806
Registered: 04-02 |
Grazza said:
Have you tried adjusting the OpenGL settings in glboom.cfg? (Some information here - this is included in the prboom package as boom.cfg.html)
Yeah, but I didn't get any improvements, just that mipmapping isn't properly supported by my card, and that GL_RGBA8 is a convenient choice for me. I can use gl_drawskys 0, but the sky just looks uniformly pale gray (there is no sky.) And that option may have been added for cards like mine (too bad a fix option wasn't possible, though.)
As for the new HOM issue, perhaps this is related to the fix for the MBF special skies, or for the glitches in MM map29 and map30 (I don't know why it would, but those are things that have changed recently). You can turn the latter off by setting test_sky1 and test_sky2 to 0 in the cfg.
Actually I was mistaken there and the issue goes back to the standard GLBoom; I just hadn't noted it because I had tried only some newer PWADs in the past (I remember testing GLBoom with Scythe) and this glitch occurs in Map01, as shown here (Warning: 751KB BMP.)
One thing that seems ridiculous to me in GL engines is the transparency applied to missiles and energy. Disabling translucency won't get rid of that (I guess that applies only to textures) but setting the translucency filter to 100 will. That affects the translucency set to textures as well (which should be appropriate for Boom maps that use glass-like textures or stuff like that.) There should be a setting for missiles in general (lame), and another for wad-specific translucency (possibly good.)
|