The new overbright lighting model can handle up to 9 times the dynamic range of GLQuake.
It preserves the same level of detail; we don't lose that pesky bit of precision (I could actually tweak it to gain an extra bit or two, but the extra dynamic range would go down to 5 or 3 times GLQuake).
It runs a little faster.
I think that's what we call a result.
Tuesday, September 20, 2011
OK, That Worked
Posted by
mhquake
at
12:07 AM
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1 comment:
MH, reading your blog show the passion and dedication that you have for this, even if I can only understand some of it. You used to have a link on your site for using texture replacement that went into great detail that has been missing for a while. Even after it was gone in used to show up when I do a Google search, but now it doesn't even show up there. Where can I read that info again. I want to give the link to my son also.
Thanks,
Marty
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