OpenGL: Difference between revisions

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====Features====
====Features====
* '''Colored lighting''' - Quake simply had monotone lighting
* '''Colored lighting''' - Quake simply had monotone lighting
* '''Transparent textures''' - Glass can now be used in maps
* '''Translucent and transparent textures''' - Glass can now be used in maps
* '''Water waves'''  
* '''Water waves'''  
{{note|Water ripple from Quake replace by Water waves but not in [[Software renderer|Software Renderer]] the water ripple is used.}}
{{note|Water ripple from Quake replace by Water waves but not in [[Software renderer|Software Renderer]] the water ripple is used.}}
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=====Since 2013 SteamPipe Update =====
=====Since 2013 SteamPipe Update =====
* '''FBO renderer''' - A new method of rendering the game, which allows MSAA to work with GoldSrc engine. This also allows the game to run on fullscreen with borderless windowed.
* '''FBO renderer''' - A new method of rendering the game, which allows MSAA to work with GoldSrc engine. This also allows the game to run on fullscreen in a borderless window.
* '''MSAA [[anti-aliasing]]''' - GoldSrc now natively support anti-aliasing, specifically, MSAA 4X, which is enabled by default on most modern hardwares. This will reduce the amount of jagged edges/staircases effect on the geometry.
* '''MSAA [[anti-aliasing]]''' - GoldSrc now natively performs 4x MSAA, reducing the amount of jagged edges/staircase effect on the geometry. This is automatically enabled when using the FBO renderer, unless the {{code|-nomsaa}} [[Command-line option]] is used.


===== Since 25th Anniversary =====
===== Since 25th Anniversary =====
* '''Rudimentary Shadows'''
* '''Rudimentary Shadows'''
{{note|To enables Rudimentary Shadows {{code|r_shadows}} must be set to {{code|1}}}}
{{note|To enables Rudimentary Shadows {{cmd|r_shadows}} must be set to {{code|1}}}}


== {{src|4|nt=4}} OpenGL==
== {{src|4|nt=4}} OpenGL==

Revision as of 09:29, 6 April 2024

Stub

This article or section is a stub. You can help by expanding it.

Todo: Write about custom OpenGL renderer in Xash3D Xash3D/Paranoia Paranoia/Cry of Fear Cry of Fear and etc. (possibly also Counter-Strike Neo Counter-Strike Neo?)

OpenGL is a 3D graphics API, which is used by the hardware renderers of GoldSrc GoldSrc and id Tech 2 id Tech 2, as well as some Source 2 Source 2 games. It is also used on Source Source engine, for systems that doesn't support Direct3D (macOS macOS and Linux Linux), as well as in Hammer Hammer 4.x.

id Tech 2 Id Tech 2 Engine (GLQuake) OpenGL

Screenshot in-game of Quake Quake GLQuake, using OpenGL.

Features

  • Experimented Reflections
  • Transparent Water
  • Rudimentary Shadows
Note.pngNote:To enables Rudimentary Shadows r_shadows must be set to 1
Note.pngNote:Rudimentary Shadows in Half-Life were add in the 25th Anniversary update.
  • Texture Filtering
  • Water ripple
  • 32-bit color
  • Support for different resolutions

GoldSrc GoldSrc OpenGL

Screenshot in-game of Half-Life Half-Life, using OpenGL.

Features

  • Colored lighting - Quake simply had monotone lighting
  • Translucent and transparent textures - Glass can now be used in maps
  • Water waves
Note.pngNote:Water ripple from Quake replace by Water waves but not in Software Renderer the water ripple is used.
Since 2013 SteamPipe Update
  • FBO renderer - A new method of rendering the game, which allows MSAA to work with GoldSrc engine. This also allows the game to run on fullscreen in a borderless window.
  • MSAA anti-aliasing - GoldSrc now natively performs 4x MSAA, reducing the amount of jagged edges/staircase effect on the geometry. This is automatically enabled when using the FBO renderer, unless the -nomsaa Command-line option is used.
Since 25th Anniversary
  • Rudimentary Shadows
Note.pngNote:To enables Rudimentary Shadows r_shadows must be set to 1

Source Source engine OpenGL

OpenGL uses togl converts DirectX shaders to OpenGL for macOS and Linux. Additionally, Hammer uses OpenGL to render the 2D and 3D viewports.

Dxlevel 92

Dxlevel 92 is the OpenGL equivalent to DirectX 9 (Dx9)

Features

  • Refractions with the use of a bump-map
  • High-quality reflective water (used frequently)
  • Softer edge dynamic shadows
  • Normal-mapped lighting on models
  • Improved-quality specular effects
  • High dynamic range rendering (disabled by default)
  • Phong shading
  • Color Correction
  • Motion Blur

Dxlevel 97

Dxlevel 97 is the OpenGL equivalent to DirectX 9 Shader Model 3 (Dx9.0c)

Features

See also

External links