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/vr/ - Retro Games

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>> No.7926715 [View]
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[ERROR]

I use software when the hardware renderer doesn't let me disable texture filtering, or if it can't scale textures properly as was the case with Half-life until a couple years ago. Sometimes games have visual effects unique to software mode that I'll prefer the look of, like Quake's water warping.

>> No.5527331 [View]
File: 202 KB, 512x512, 89563e54-543e-11e5-852c-a03d56616ee1.gif [View same] [iqdb] [saucenao] [google]
5527331

So Valve finally fixed that texture scaling problem in OpenGL

>> No.4257117 [View]
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4257117

>>4257104
Yes. All versions of vanilla HL1 have issues in any video rendering mode other than software, though- all the textures get blurry as fuck because the game is forcibly stretching them to a power-of-2 resolution. This is really obvious with filtering disabled so you can see the lower quality.

Seems like a weird bug? Backstory: the exact same thing happens in Quake. Software mode doesn't care about texture size, but GLQuake resizes everything to power-of-2: not a huge deal because most of Quake's textures are already 64x or 128x, plus filtering is enabled by default, but Valve used a lot less standard-sized textures when making Half-Life and GoldSrc is directly based on the Quake 1 engine so the same bugs crop up.

>> No.4228647 [View]
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4228647

>>4228461
sure

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