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r_lodcurveerror not working in Opengl1 (classic renderer) #383
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No i wasn't using devmap command. After using the command, it is working. However i didn't need to use devmap command to make it work in opengl2. So it means that r_lodcurveerror is cheat protected only in opengl1 but not in opengl2? Is it possible to exclude r_lodcurveerror from cheat protection as it is in opengl2 |
It seems that either |
Yes i think it should be non-cheat because it doesn't even provide any gameplay advantage. If things like r_subdivisions and r_picmip (which provide significant advantage) are non-cheats then i see no reason why r_lodcurveerror should be cheat protected. |
I just learned of this setting and wanted to crank it up to 10000 as well, but can't. I'm no software developer, but is it as simple as me turning off a flag in the code to allow this? Is there an equivalent setting in OpenGL2 to improve the quality? |
Hi Devs, i was trying to get the far away curved surfaces to look smooth. So i put r_lodcurveerror=10000 (max value) in autoconfig.cfg but it wasn't working.
But when i changed the renderer to opengl2, it worked and far away surfaces did not loose their curves. Thus i concluded that it is a behaviour of classic render.
I am not sure this behaviour is present in original Quake3.exe but it is obvious that it is a bug/ unintended behaviour, so can u guys fix this issue.
EDIT: It is also an issue in another ports like quake 3 1.32e, cnq3. So maybe it is vanilla quake 3 issue but it is still a bug nonetheless.
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