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seritools • today at 2:21 PM • 5 replies • view on HN

yup, it should be renamed to "I Love GL_NEAREST_MIPMAP_NEAREST"


Replies

Gravityloss • today at 3:24 PM

Real players know you us the coarsest mipmap level the whole time, so every texture is something like 4 pixels. And 320x200 and directmouse. It's the smooth movement, high fps and direct control that provides the sense of "being there". Not the graphical fidelity.

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hollowonepl • today at 4:03 PM

Of course you can but I think author’s point is to actually test/evaluate maximum performance of true software rendering on modern machines, and this is fine and refreshing exercise, even with filtering.

This actually what I have also returned to in my latest demoscene demo: https://www.pouet.net/prod.php?which=106969

It’s 100% software rendering on CPU just multithreaded. But no metal/direct3d just framebuffer and rest is yours routines… and I actually added bilinear filtering…

Still fun project to do and remind yourself about fundamental algorithms behind elementary 3D graphics

maeln • today at 2:24 PM

You have to admit, it makes for a less catchy title

Y444 • today at 2:53 PM

T-shirt worthy

jasonwatkinspdx • today at 4:54 PM

Yeah, when glquake and the Voodoo1 came out, I was actually initially disappointed because I'd seen demos of vquake on the verite and its texture mapping was closer to the original. But you couldn't complain about the framerate of the 3dfx.