quote:
Originally posted by askheaves:
How much 3D acceleration can you do in Quake I? I haven't played in years, so I don't know. I have to imagine that a lot of the slowdown is because so much geometry and floating point math is probably still being done by the CPU, not a graphics card. Even OpenGL (if that's what's going) has limitations on what can be farmed out to the card.
Well.. Glquake uses hardware transforms, believe it or not. A quake1 level has a really rather low resolution texture set, so I suspect that you can happily store all the mipmaps of all the textures in a level in memory on a 32MB card. Really I would expect it to absolutely fly.
GLquake automatically detects whether a card can do multitexturing, and uses that to blend in the lightmaps. That said, it uses the GL_SGIS_MULTITEXTURE opengl extension to do this, there is another one, though, called GL_ARB_MULTITEXTURE, which is the only one i'd previously heard of before looking into this.. I do not know, but i hypothesise, that the ARB simply adopted the sgi multitexturing ext as a standard..
There's probably an internal frame rate limit...