OpenGL: Difference between revisions
Jump to navigation
Jump to search
Note:To enables Stencil Shadows r_shadows must be set to 1
(r_shadows was probably already removed back in 2003. Confirmed using the 2005 HL1 build.) |
No edit summary |
||
Line 2: | Line 2: | ||
{{todo|Write about custom OpenGL renderer in {{xash|4}}/{{paranoia|4}}/{{cof|4}} and etc. (possibly also {{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|4.1}} and {{idtech2|4.1}}, as well as some {{src2|3.1}} games. It is also used on {{Src|4}} engine, for systems that doesn't support [[Direct3D]] ({{mac|4}} and {{linux|4}}), and for [[GLView]]. | '''OpenGL''' is a 3D graphics API, which is used by the hardware renderers of {{gldsrc|4.1}} and {{idtech2|4.1}}, as well as some {{src2|3.1}} games. It is also used on {{Src|4}} engine, for systems that doesn't support [[Direct3D]] ({{mac|4}} and {{linux|4}}), and for [[GLView]]. | ||
OpenGL was later superseded by [[Vulkan]], released in 2016. | |||
== {{idtech2|4}} (GLQuake) OpenGL== | == {{idtech2|4}} (GLQuake) OpenGL== |
Revision as of 04:07, 16 June 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), and for GLView.
OpenGL was later superseded by Vulkan, released in 2016.
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
- Stencil 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 - like GLQuake
- Detail textures (since 2004)
- Stencil Shadows (r_shadows; removed in 2003 Steam update, but re-added in 25th Anniversary 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 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.
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
- Phong shading
- Color Correction
- Motion Blur