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>> No.9213929 [View]
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9213929

>>9213915
Is there even an equivalent to gl_overbrightbits in vulkan? vk_postprocess kind of does this, but it also seems to oversaturate the sky.

>> No.9198915 [View]
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9198915

>>9198674
The worlds of Quake 1 and 3 are really just simulations created by the Strogg as a means to contain humans. I feel like this was hinted by the presence of Quake 2 computers in, ahem, Dimension of the Machine.

>> No.9197128 [View]
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9197128

>>9196402

>> No.8357931 [View]
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8357931

>>8352529
OpenGL.

>> No.7999447 [View]
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7999447

>>7999420
Also, textures are by default saturated in comparison to software mode. Yamagi let you fix this before it branched with OpenGL 3.

But if you really want that software experience, nothing beats the real thing.

>> No.7832692 [View]
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7832692

>>7827225
>>7827220
>No overbrights
Yikes.

>> No.7814949 [View]
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7814949

>Video doesn't touch on overbrights not working with GLQuake
That's far more detrimental than some gimmicky screen filter.

>>7814227
>Additive lighting
Disgusting.

>> No.7809209 [View]
File: 515 KB, 1920x2160, overbright.jpg [View same] [iqdb] [saucenao] [google]
7809209

>>7808795
>>7808818

The newest version of Yamagi regressed on old OpenGL functionality.
If you don't like modern OpenGL and shaders, you should use an older build.

>> No.7798742 [View]
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7798742

>>7798461
By the way, HSPRITE yielded weird compilation errors, so I just took a shortcut and removed it. If you have any idea as to why, let me know.

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