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Mip mapping in the software renderer

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Mip mapping in the software renderer

Postby JasonX » Mon Oct 04, 2010 9:58 pm

Is there a way to disable the mip mapping in the Quake software renderer? I'm having some ugly results with a few custom textures and i would like to know if i can get rid of it and, of course, what's it's impact (on levels with short visibility, of course).
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Postby leileilol » Mon Oct 04, 2010 11:09 pm

d_mipscale 0

have fun with the sluggishness and that annoying "RAM" icon!
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Postby mh » Mon Oct 04, 2010 11:24 pm

Drops WinQuake to 85 FPS for me. Interestingly, or perhaps not, it does still perform a nearest-neighbour sample on the base texture which indicates to me that it's not going to fix your problem.

I'd suggest that you might be better off fixing what's wrong with your texture instead. But then you already knew that. :wink:
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Postby JasonX » Tue Oct 05, 2010 12:01 am

There's nothing wrong with the texture, but with Wally that fucks the texture when mip-mapping it. :(

Happens a lot on blue-ish and grey-ish textures.
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Postby leileilol » Tue Oct 05, 2010 1:57 am

mh wrote:Drops WinQuake to 85 FPS for me.

To a Pentium and anything it isn't, mipscale 0 is brutal to FPS, second only to r_novis
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Postby qbism » Tue Oct 05, 2010 3:22 am

Try Texmex or Quark. Mip still borked?
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Postby JasonX » Tue Oct 05, 2010 10:17 pm

Quark solved it. Thanks! :)
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