Oh, please...991060 said:we don't have ultrashadow in D3D, nVIDIA won't let Carmack abandon OpenGL.
No. That's just finite texture size rearing its ugly head.micron said:One of the things I find annoying about most OpenGL games is, that when you get really close to textures(when your character does), the texture looks blurry. Is this inherent for OpenGL?
Well why doesnt somebody do something about it?zeckensack said:No. That's just finite texture size rearing its ugly head.micron said:One of the things I find annoying about most OpenGL games is, that when you get really close to textures(when your character does), the texture looks blurry. Is this inherent for OpenGL?
I'll do it right after I put graphics cards with terrabytes of ram on the market, I start selling pcs with exabytes of memory and disk space and when I get several million artists working full time in my game company.micron said:Well why doesnt somebody do something about it?zeckensack said:No. That's just finite texture size rearing its ugly head.micron said:One of the things I find annoying about most OpenGL games is, that when you get really close to textures(when your character does), the texture looks blurry. Is this inherent for OpenGL?
Until someone comes along with the in-game microscope and looks really closely at your textures.bloodbob said:I'll do it right after I put graphics cards with terrabytes of ram on the market, I start selling pcs with exabytes of memory and disk space and when I get several million artists working full time in my game company.micron said:Well why doesnt somebody do something about it?zeckensack said:No. That's just finite texture size rearing its ugly head.micron said:One of the things I find annoying about most OpenGL games is, that when you get really close to textures(when your character does), the texture looks blurry. Is this inherent for OpenGL?
It's just the way the Quake 3 engine seems to be. Fire up Serious Sam FE/SE, that's OpenGL and has very nice texture detail.micron said:Well why doesnt somebody do something about it?
Diplo said:Oh, please...991060 said:we don't have ultrashadow in D3D, nVIDIA won't let Carmack abandon OpenGL.
Dio said:Part of the problem is that the majority of PC games and particularly OpenGL are of FPS'.
Just forget about texture sizes and go ahead with per-pixel light everything + detail/noise textures.micron said:Well why doesnt somebody do something about it?zeckensack said:No. That's just finite texture size rearing its ugly head.micron said:One of the things I find annoying about most OpenGL games is, that when you get really close to textures(when your character does), the texture looks blurry. Is this inherent for OpenGL?
991060 said:we don't have ultrashadow in D3D, nVIDIA won't let Carmack abandon OpenGL.
I suspect the reason is that Carmack simply can't get things his way with MS. With the ARB, it is easier (shit, he'll just go tell one or two of the big IHVs what he wants and they'll champion it like hell... doesn't quite work this way with MS).Johnny Rotten said:991060 said:we don't have ultrashadow in D3D, nVIDIA won't let Carmack abandon OpenGL.
Lol. I suspect the primary reason John continues to develop in opengl (aside from comfort) is that id puts out versions of their games for both the linux platform and the macintosh platform. Direct3d would be problematic for both those platforms...