OpenGL: Difference between revisions
Jump to navigation
Jump to search
Note:To enables Rudimentary Shadows r_shadows must be set to 1
Note:Rudimentary Shadows in Half-Life were add in the 25th Anniversary update.
Note:Water ripple from Quake replace by Water waves but not in Software Renderer the water ripple is used.
Note:To enables Rudimentary Shadows r_shadows must be set to 1
SirYodaJedi (talk | contribs) (hammer uses opengl) |
SirYodaJedi (talk | contribs) m (that's not what references are for) |
||
Line 1: | Line 1: | ||
{{stub}} | {{stub}} | ||
{{todo|Write about custom OpenGL renderer in {{xash|4}}/{{paranoia|4}}/{{cof|4}} and etc. ({{csneo|4}}? | {{todo|Write about custom OpenGL renderer in {{xash|4}}/{{paranoia|4}}/{{cof|4}} and etc. (possibly also {{csneo|4}}?)}} | ||
'''OpenGL''' is a 3D graphics API, which is used by the hardware renderers of {{gldsrc|2}} and {{idtech2|2}}, as well as some {{src2|2}} games. It is also used on {{Src|4}} engine, for systems that doesn't support [[Direct3D]] ({{mac|4}} and {{linux|4}}), as well as in {{hammer4|4}}. | '''OpenGL''' is a 3D graphics API, which is used by the hardware renderers of {{gldsrc|2}} and {{idtech2|2}}, as well as some {{src2|2}} games. It is also used on {{Src|4}} engine, for systems that doesn't support [[Direct3D]] ({{mac|4}} and {{linux|4}}), as well as in {{hammer4|4}}. | ||
== {{idtech2|4|nt=4}} (GLQuake) OpenGL== | == {{idtech2|4|nt=4}} (GLQuake) OpenGL== | ||
[[File:GLQuake 1.png|thumbnail|Screenshot in-game of {{Quake|4}} GLQuake | [[File:GLQuake 1.png|thumbnail|Screenshot in-game of {{Quake|4}} GLQuake, using OpenGL.]] | ||
====Features==== | ====Features==== | ||
*'''Experimented Reflections''' | *'''Experimented Reflections''' | ||
Line 64: | Line 64: | ||
== External links == | == External links == | ||
* {{w|OpenGL}} | * {{w|OpenGL}} | ||
* {{w|Quake_(video_game)#GLQuake|GLQuake}} on Wikipedia}} | |||
* [https://quake.fandom.com/wiki/GLQuake GLQuake] on Quake Fandom wiki | |||
[[Category:Glossary]] | |||
Revision as of 09:19, 6 April 2024
Todo: Write about custom OpenGL renderer in
Xash3D/
Paranoia/
Cry of Fear and etc. (possibly also
Counter-Strike Neo?)




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

Screenshot in-game of
Quake GLQuake, using OpenGL.

Features
- Experimented Reflections
- Transparent Water
- Rudimentary Shadows


- Texture Filtering
- Water ripple
- 32-bit color
- Support for different resolutions
GoldSrc OpenGL

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

Features
- Colored lighting - Quake simply had monotone lighting
- Transparent textures - Glass can now be used in maps
- Water waves

- Texture Filtering - Quake (GLQuake) simply Texture Filtering
- Detailed textures
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.
- 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.
Since 25th Anniversary
- Rudimentary Shadows

Source engine OpenGL
OpenGL uses togl converts DirectX shaders to OpenGL for macOS and Linux
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
- Lightwarp support
- High dynamic range rendering (enabled by default)