Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

r_lodcurveerror not working in Opengl1 (classic renderer) #383

Open
AtifArshad1995 opened this issue Sep 19, 2018 · 5 comments
Open

r_lodcurveerror not working in Opengl1 (classic renderer) #383

AtifArshad1995 opened this issue Sep 19, 2018 · 5 comments

Comments

@AtifArshad1995
Copy link

AtifArshad1995 commented Sep 19, 2018

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.

@zturtleman
Copy link

r_lodcurveerror cvar is cheat protected. Are you loading maps using the devmap q3dm1 console command?

@AtifArshad1995
Copy link
Author

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

@zturtleman
Copy link

r_lodcurveerror is cheat protected in opengl2 renderer too. However it turns out the opengl2 renderer doesn't use r_lodcurveerror in most cases because it uses a faster rendering method (vertex buffer).

It seems that either r_lodcurveerror should not be cheat protected or OpenGL2 should go out of it's way to actually use r_lodcurveerror. Though it's unclear if increasing or decreasing it is a cheat. Maybe it should be non-cheat with a limited range (250, the default, to 10000).

@AtifArshad1995
Copy link
Author

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.

@Jon8RFC
Copy link

Jon8RFC commented Oct 19, 2019

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?

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

4 participants