OpenGL: Difference between revisions
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Note:To enables Rudimentary Shadows r_shadows must be set to 1
Note:To enables Stencil Shadows r_shadows must be set to 1
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SirYodaJedi (talk | contribs) (→{{src|4|nt=4}} OpenGL: ToGL only has one dxlevel) |
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== {{src|4|nt=4}} OpenGL == | == {{src|4|nt=4}} OpenGL == | ||
[[OpenGL]] uses [[ToGL]] to convert [[DirectX_Versions|DirectX]] shaders to [[OpenGL]] for {{mac|3}} and {{Linux|3}} and uses OpenGL version 2.1 which is similar to DirectX 9.0c. Additionally, {{hammer|3}} uses OpenGL to render the 2D and 3D viewports. | [[OpenGL]] uses [[ToGL]] to convert [[DirectX_Versions|DirectX]] shaders to [[OpenGL]] for {{mac|3}} and {{Linux|3}} and uses OpenGL version 2.1 which is similar to DirectX 9.0c. Additionally, {{hammer|3}} uses OpenGL to render the 2D and 3D viewports. | ||
===[[DirectX_Versions|Dxlevel | |||
[[DirectX_Versions|Dxlevel | ===[[DirectX_Versions|Dxlevel 92]]=== | ||
[[DirectX_Versions|Dxlevel 92]] is Source's [[OpenGL]] equivalent to [[DirectX_Versions|DirectX 9 Shader Model 3 ]] (Dx9.0c) | |||
====Features==== | ====Features==== | ||
* [[$lightwarptexture|Lightwarp]] support | |||
* [[HDR|High dynamic range rendering]] (enabled by default) | |||
* Refractions with the use of a bump-map | * Refractions with the use of a bump-map | ||
* High-quality reflective water (used frequently) | * High-quality reflective water (used frequently) | ||
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* [[Color Correction]] | * [[Color Correction]] | ||
* Motion Blur | * Motion Blur | ||
== See also == | == See also == |
Revision as of 12:10, 30 April 2024

This article or section needs to be cleaned up to conform to a higher standard of quality because:
grammar
For help, see the VDC Editing Help and Wikipedia cleanup process. Also, remember to check for any notes left by the tagger at this article's talk page.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 (GLQuake) OpenGL
Todo:
Quake II has additional stuff that goldsrc uses

id Tech 2 (GLQuake) uses OpenGL version 1.0.

Screenshot in-game of
Quake GLQuake, using OpenGL.

Features
- Experimental Reflections
- Translucent Water
- Rudimentary Shadows

- Texture Filtering
- 32-bit color
GoldSrc OpenGL
GoldSrc uses OpenGL version 1.0 which is same version as using the
id Tech 2 (GLQuake).

Screenshot in-game of
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
- Texture Filtering - Quake (GLQuake) simply Texture Filtering
- Detail textures (since 2003)
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
- Stencil Shadows

Source engine OpenGL
OpenGL uses ToGL to convert DirectX shaders to OpenGL for macOS and Linux and uses OpenGL version 2.1 which is similar to DirectX 9.0c. Additionally, Hammer uses OpenGL to render the 2D and 3D viewports.
Dxlevel 92
Dxlevel 92 is Source's OpenGL equivalent to DirectX 9 Shader Model 3 (Dx9.0c)
Features
- Lightwarp support
- High dynamic range rendering (enabled by default)
- 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