Hirestexture lump

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Moderator: Graf Zahl

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Graf Zahl
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Post by Graf Zahl »

Aside from a little noticable dithering in the graphics it looks perfectly ok on my system. The problem must either be your GL settings or your hardware.
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Lexus Alyus
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Post by Lexus Alyus »

Would a Nvidia Gforce MX4000 with 64meg be the cause of the problem?
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Graf Zahl
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Post by Graf Zahl »

I don't think so - unless it can't do 32 bit textures. Did you check the texture setting in the menu? You get crap results like yours when your texture quality setting is 16 bit or lower. The color gradients in your pictures are far too sensitive for that.
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Lexus Alyus
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Post by Lexus Alyus »

Ah, that fixed it. The texture bit option isn't that clear... I fount it by accident.
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Enjay
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Post by Enjay »

Personal taste, obviously, but if a large proportion of that 22 meg is due to PNG skyboxes then using JPGs will almost certainly make them smaller. I know JPGs are a lossy format, but reasonable sized JPG graphics used as a skybox look fine to me.
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Graf Zahl
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Post by Graf Zahl »

As long as there are no large solid areas of color JPEG is normally the best choice. For black skies with stars it isn't that good though. And in most cases you can compress the bottom plane much stronger or even leave it out and use some dummy texture instead. Often that saves a lot because it is rarely seen.
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Lexus Alyus
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Post by Lexus Alyus »

Nah, the skies aren't taking up that much space, its mainly the music :D.
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