#101
30 сентября 2008 в 10:58
hard conflict with detail textures >:(
#103
30 сентября 2008 в 12:31
Just_Jim<br />
Artifact:<br />FIXED ;D
#104
30 сентября 2008 в 14:10
Super Genius!<br />Do you have a list of cvars? - If in Russian I will use Babelfish and my Russian-English dictionary.<br />Can you uplaod FIXED?
#105
30 сентября 2008 в 14:16
Just_Jim <br />
Do you have a list of cvars?<br />Jim! see features on our site ;D <br /><br /><br />
#106
30 сентября 2008 в 14:19
#107
30 сентября 2008 в 14:40
Time to play (er,...I mean test) Quake2<br />I do not understand "r_texture_lod - Mipmap LOD bias control."
#108
30 сентября 2008 в 14:46
[quote author=Just_Jim link=topic=401.msg9998#msg9998 date=1222785613]<br />Time to play (er,...I mean test) Quake2<br />I do not understand "r_texture_lod - Mipmap LOD bias control."<br />[/quote]<br /><br /> OpenGL computes a texture level-of-detail parameter, called lambda<br /> in the GL specification, that determines which mipmap levels and<br /> their relative mipmap weights for use in mipmapped texture filtering.<br /><br /> This extension provides a means to bias the lambda computation<br /> by a constant (signed) value. This bias can provide a way to blur<br /> or pseudo-sharpen OpenGL's standard texture filtering.<br /><br /> This blurring or pseudo-sharpening may be useful for special effects<br /> (such as depth-of-field effects) or image processing techniques<br /> (where the mipmap levels act as pre-downsampled image versions).<br /> On some implementations, increasing the texture lod bias may improve<br /> texture filtering performance (at the cost of texture bluriness).<br /><br /> The extension mimics functionality found in Direct3D.
#109
03 октября 2008 в 13:23
<br />Current video card/driver combination does not support OpenGL 2.0<br /><br />это не есть хорошо..... :(
#110
03 октября 2008 в 13:34
[quote author=niakris link=topic=401.msg10018#msg10018 date=1223040218]<br />это не есть хорошо..... :(<br />[/quote]<br />Напротив, это очень хорошо >:(