eiUACei
Warming Up
Posts: 19
Registered: 06-11 |
Graf Zahl said:
The problem I had with line antialiasing in GL is that it looked totally smeared so I disabled it.
But SLADE uses hardware antialiasing and looks good. Doom Builder 2 uses hardware antialiasing and looks good. Heck, even my own stupid OpenGL map viewer uses hardware antialiasing and looks good if I make lines a bit bolder. How is GZDoom automap different?
BTW I remember that an old Skulltag version had automap antialiasing in OpenGL renderer while current GZDoom version at that time didn't.
Graf Zahl said:
The lighting differences come from the way this is calculated. The software renderer uses its internal tables to calculate brightness. The GL renderer does not uses them, in fact it cannot use them, so it uses its own lighting calculations for the 3D view which are slightly different.
And why does software automap use tables that are brighter than the sectors really are? Is it intentional to make textured automap look better? And isn't it possible to brighten up textures on OpenGL automap?
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