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Simple Question

Mon, 02 Jan 2006 09:45:56

Deathlike2

This might sound silly, but are you able to use anisotropic filtering in Vavoom? It seems to detect it, but I don't know the cvar/command to activate it...
Mon, 02 Jan 2006 15:57:54

Janis Legzdinsh

In OpenGL it's automaticly used when detected, in Direct3D set d3d_tex_linear to 4.
Mon, 02 Jan 2006 20:57:19

Deathlike2

In OpenGL it's automaticly used when detected, in Direct3D set d3d_tex_linear to 4.
It doesn't seem to work unless gl_tex_linear is set to 4 as well... gl_ext_anisotropy does nothing whether it is 0 or 1 though. You may want to change that or something... A related question, what level of anisotropic filtering does gl_tex_linear/d3d_text_linear 4 do in the first place.. the max possible anisotropy the video card is able to do or something else? Edit Note: This seems to occur with both ATI and NVidia... Edit: gl_tex_linear/d3d_tex_linear 1 seem to work just like gl_tex_linear/d3d_tex_linear 4
Mon, 02 Jan 2006 21:51:40

Deathlike2

Another question... Is gl_ext_point_parameters really needed? I'm not sure what video card needs it enabled.. but for ATI and NVidia... having it set to 0 (disabled) seems to make the effects work fine... unless I'm mistaken.
Tue, 03 Jan 2006 18:30:08

Janis Legzdinsh

Setting gl_tex_linear to 4 is same as 0, that is nearest, no mipmaps. gl_ext_* are used only when setting up video resolution. Use 'vid_restart' to to apply the changes. Maximal supported anisotropy is used. gl_ext_point_parameters is used because theoreticly drawing points is faster than drawing textured polygons with alpha blending. OTOH textured versions of particles look much nicer. I'll consider setting default to be off.
Tue, 03 Jan 2006 18:57:03

Deathlike2

Setting gl_tex_linear to 4 is same as 0, that is nearest, no mipmaps. gl_ext_* are used only when setting up video resolution. Use 'vid_restart' to to apply the changes. Maximal supported anisotropy is used.
Well, then you aren't telling the drivers to use the best anisotropy available then. When I set my drivers for both ATI and NVidia systems to application controlled for anisotropic filtering.. it doesn't seem to do any more filtering (it is still bilinear/trilinear)... When I force the filtering to the max, I can definately see the difference in the filtering. I'll post some pics to show the difference.
Tue, 03 Jan 2006 19:22:55

Deathlike2

Application Controlled Anisotropic Filtering: [img:ygofa2tt]http://img341.imageshack.us/img341/6742/shot00000wg.th.jpg[/img:ygofa2tt] 16x Anisotropic Filtering Forced From ATI/NV's control panel: [img:ygofa2tt]http://img341.imageshack.us/img341/8295/shot00011nt.th.jpg[/img:ygofa2tt] Clearly, Vavoom doesn't tell the driver what Anisotropic Filtering to use...
Tue, 03 Jan 2006 19:56:22

Janis Legzdinsh

It turned out that in OpenGL this must be set for each texture separately and not globaly ike in Direct3D. And it really makes difference. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Tue, 03 Jan 2006 20:03:59

Deathlike2

It turned out that in OpenGL this must be set for each texture separately and not globaly ike in Direct3D. And it really makes difference.
So I assume this issue is fixed now? If so, sweet. Though, I am requesting now that you should have an anisotropic filtering toggle in the menu... to turn it on/off and set the level of filtering you want.
Tue, 03 Jan 2006 21:49:44

Deathlike2

Another question: What other screenshot formats do you support? BMP, JPG, PNG? Although the PCX format opens up fine, but it doesn't seem to the norm for pics these days... If you could change the default to JPG or PNG, that would be nice... (assuming you support those other formats).
Tue, 03 Jan 2006 23:31:50

Janis Legzdinsh

Currently Vavoom supports PCX and TGA type screenshots (cvar screenshot_type). It won't be a problem to add support for PNG, since I'm using libpng anyway.
Wed, 04 Jan 2006 04:31:53

Nuxius

Though, I am requesting now that you should have an anisotropic filtering toggle in the menu... to turn it on/off and set the level of filtering you want.
I would definitely like to have this option as well. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Wed, 04 Jan 2006 16:48:17

Firebrand

@Deathlike2: The 2nd screenshot looks awesome! Good thing it's fixed now <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. [quote="Nuxius":tevtmgon]
Though, I am requesting now that you should have an anisotropic filtering toggle in the menu... to turn it on/off and set the level of filtering you want.
I would definitely like to have this option as well. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Yes, it would be cool if these option are implemented.
Mon, 16 Jan 2006 11:31:30

Deathlike2

Another question... At one point, I did not have the OpenAL driver installed, and had the OpenAL file deleted from the Vavoom folder, Vavoom crashed not so gracefully... does it still do that now? The newer OpenAL driver (freely downloadable at <!-- w --><a class="postlink" href="http://www.openal.org">http://www.openal.org</a><!-- w -->) seems to work just fine for the most part and in fact seems to have actual extensions of its own than the older driver Vavoom provides.
Mon, 16 Jan 2006 21:38:28

Deathlike2

One other question... is there any sort of support for the Hexen expansion Deathkings of the Dark Citadel? It should be something available in the Vavoom launcher...
Tue, 17 Jan 2006 16:52:23

Firebrand

Just place the wad for deathkings on the files field on the Vavoom launcher, it should work fine.
Sat, 21 Jan 2006 10:09:22

Deathlike2

That's not really a solution.. since you have to use the console to get to that map.. I was hoping for an update for the Vavoom launcher to somehow integrate the expansion better.
Sat, 21 Jan 2006 14:48:17

Merick

It's been a while since I played it, but doesn't DDC also need to hack the hexen exe to work properly anyway?
Sat, 21 Jan 2006 17:49:01

Firebrand

No, DDC uses the same executable as the original one.

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