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Built-in workaround in GLQuake for the dynamic lights issue!!

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  • Built-in workaround in GLQuake for the dynamic lights issue!!

    While I was reading the Utah-GLX mailing list, an issue with Virge chipset caught my eye. After checking the workaround with 5.52 ICD, it proved correct.
    The rainbow texturing bug that has plagued GLQuake/GLQW (and Quake 2 for some users) is connected to the ICD alpha blending. It seems that the ICD has a bug in it and using an undocumented workaround in GLQuake/GLQW originally meant for Permedia chipset will remove those rainbows and produce correct texture lighting.
    I hope that this founding will give the necessary information to Matrox ICD developers to produce a true fix to this issue.

    To activate the workaround, add -lm_4 parameter to the GLQuake/GLQW command line.

    And here's the original articles about this issue, <a href="http://lists.sourceforge.net/pipermail/utah-glx-dev/2000-February/001114.html">the first one is the problem definition</a> and
    <a href="http://lists.sourceforge.net/pipermail/utah-glx-dev/2000-February/001135.html">the second one is the workaround</a>.

    .Tumu, not resting until it's fixed..
    Celeron 333 (not overclocked), GigaByte 6BXE Intel 440BX AGPset (bios v3.4),
    64MB PC100 RAM, nVidia TNT2 32M (was G200 AGP 8MB SGRAM), SB Live! Value LW3.1, 3COM Fast EtherLink XL, Sony Multiscan 100ES, HP8210i
    Win98 finnish
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