Title: [Mesa-dev] Q3 texturing issues
Hello!
Ken Dyke posted some notes while ago about texture alignament problems in Quake3.
If you look at the sky you can notice it.
There are two screenshots:
http://valerie.inf.elte.hu/~boga/shot0002.jpg
shows the problem
while
http://valerie.inf.elte.hu/~boga/shot0001.jpg
shows the correct version.
Isn't this problem noticeable on Linux? (These shots were taken on MacOS.)
The screenshot were taken with fov 45 as the problem appears better.
The fix that Dyke proposed (this shown on the shot0001.jpg, is not to scale the oow values with wscale. In fxvsetup.h:
#define DO_SETUP_W { (v)->oow=wscale*win[i][3]; }
The second shot was made by changing it to:
#define DO_SETUP_W { (v)->oow=win[i][3]; }
Can anybody tell me why do we scale oow values? Do they scaled only for the fog-table?
In that case, if fog is enabled, I think we should give different oow values to the TMU, and Pixelfx, and set the proper grSstHint().
If fog is not enabled, then we just don't need to scale it.
Any comments?
Miklos.
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