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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW --- - OpenGL2: Gaining up to 100 fps or more by only renaming ioquake.x86.exe to quake3.exe"
href="https://bugzilla.icculus.org/show_bug.cgi?id=6006#c2">Comment # 2</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW --- - OpenGL2: Gaining up to 100 fps or more by only renaming ioquake.x86.exe to quake3.exe"
href="https://bugzilla.icculus.org/show_bug.cgi?id=6006">bug 6006</a>
from <span class="vcard"><a class="email" href="mailto:kuehnhammertobias@gmx.at" title="Kuehnhammer Tobias <kuehnhammertobias@gmx.at>"> <span class="fn">Kuehnhammer Tobias</span></a>
</span></b>
<pre>Created <span class=""><a href="attachment.cgi?id=3373" name="attach_3373" title="renamed exes comparison">attachment 3373</a> <a href="attachment.cgi?id=3373&action=edit" title="renamed exes comparison">[details]</a></span>
renamed exes comparison
I tested both renderers, the influence is higher on OpenGL2, thats why I called
it OpenGL2 bug.
I didn't talk about a comparision of opengl1 vs. opengl2.
Hmm, maybe my english is too bad, so I will attach a screenshot, have a look at
it!
At the screenshot I will show:
Top: ioquake3.x86.exe + cl_renderer opengl2
Middle: ioquake3.x86.exe, renamed exe to quake3.exe + cl_renderer opengl2
Bottom: ioquake3.x86.exe, renamed exe to quake3.exe + cl_renderer opengl2 +
r_forcesun 1
The picture at the bottom shows the only issue I can find when renaming the exe
(some textures are darker when r_forcesun or r_mapoverbrightbits is 0).
So it is not an opengl1 vs. opengl2 test. I tested ioquake3.x86.exe + opengl2
vs. renamed ioquake3.x86.exe + opengl2.
Zack Middleton already told me that this is a driver hack, though I was under
the assumption that a new renderer doesn't depend on these hacks/bugs from ATI
or/and Nvidia anymore.
Therefore I was under the assumption that ioquake can't fix opengl1 renderer
but has the possibility to do this in opengl2 renderer :(
Maybe this is the thing I understand wrong. Though, it still seems weird to me
that all the same OpenGL optimizations/shortcuts are relevant in such a modern
renderer.
Sorry, I am no rendering expert...
Thanks for your reply,
Tobias Kuehnhammer</pre>
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