I love YaBB 1G - SP1!
The framerate is very important in water. Of course everybody know how to change the window size for getting a higher FPS, but there are other tweaks, by example r_waterwarp. The goal of this topic is to list them.
FOR GLQUAKE USERS
gl_ztrick 1
Toggles if GLQuake clears the Z-buffer after each frame.
0 - GL Quake does not clear the Z-buffer.
1 - GL Quake does clear the Z-buffer.
Set to 1, the framerate will be better on Nvidia cards
gl_finish 0
Toggles GLQuake's issue of a glFinish() call after each frame.
0 - Do not issue a glFinish() call after each frame, this may optimize speed for non 3Dfx based systems.
1 - Issue a glFinish() call after each frame.
Set to 0, the framerate will be better on Nvidia cards
gl_keeptjunctions 0
Toggles if t-junctions are kept.
0 - Does not save t-juncts, will speed up the game, but will leave a few artifact pixels.
1 - Save t-juncts.
Set to 0, the framerate will be better
gl_texturemode GL_NEAREST_MIPMAP_NEAREST
Sets the texture mapping mode.
(GL_NEAREST | GL_NEAREST_MIPMAP_NEAREST | GL_LINEAR | GL_LINEAR_MIPMAP_NEAREST | GL_LINEAR_MIPMAP_LINEAR).
On Nvidia cards GL_NEAREST_MIPMAP_NEAREST is faster. On some olds cards GL_LINEAR or GL_NEAREST are better.
gl_polyblend 0
Toggles the effects (palette shifting) from getting hit, quad, pentagram of protection, and under water clarity.
0 - Poly blending is disabled.
1 - Poly blending is enabled.
Set to 0, the framerate will be better and the game will be more readable.
FOR GLQUAKE, WINQUAKE & DOSQUAKE USERS
r_dynamic 0
1 – Dynamics lights
0 – Static lights
Set to 0, the framerate will be better.
r_drawviewmodel 0
1 – Draw the gun
0 – Do not draw the gun
Set to 0, the framerate will be better.
FOR WINQUAKE & DOSQUAKE USERS
r_waterwarp 0
1 – Water deformations
0 – No water deformations
Set to 0, the framerate will be better.
r_drawflat 1
1 - Turns off textures
0 - Turns on textures
Set to 1, the framerate will be better.
If you know some more let’s know.
FOR GLQUAKE USERS
gl_ztrick 1
Toggles if GLQuake clears the Z-buffer after each frame.
0 - GL Quake does not clear the Z-buffer.
1 - GL Quake does clear the Z-buffer.
Set to 1, the framerate will be better on Nvidia cards
gl_finish 0
Toggles GLQuake's issue of a glFinish() call after each frame.
0 - Do not issue a glFinish() call after each frame, this may optimize speed for non 3Dfx based systems.
1 - Issue a glFinish() call after each frame.
Set to 0, the framerate will be better on Nvidia cards
gl_keeptjunctions 0
Toggles if t-junctions are kept.
0 - Does not save t-juncts, will speed up the game, but will leave a few artifact pixels.
1 - Save t-juncts.
Set to 0, the framerate will be better
gl_texturemode GL_NEAREST_MIPMAP_NEAREST
Sets the texture mapping mode.
(GL_NEAREST | GL_NEAREST_MIPMAP_NEAREST | GL_LINEAR | GL_LINEAR_MIPMAP_NEAREST | GL_LINEAR_MIPMAP_LINEAR).
On Nvidia cards GL_NEAREST_MIPMAP_NEAREST is faster. On some olds cards GL_LINEAR or GL_NEAREST are better.
gl_polyblend 0
Toggles the effects (palette shifting) from getting hit, quad, pentagram of protection, and under water clarity.
0 - Poly blending is disabled.
1 - Poly blending is enabled.
Set to 0, the framerate will be better and the game will be more readable.
FOR GLQUAKE, WINQUAKE & DOSQUAKE USERS
r_dynamic 0
1 – Dynamics lights
0 – Static lights
Set to 0, the framerate will be better.
r_drawviewmodel 0
1 – Draw the gun
0 – Do not draw the gun
Set to 0, the framerate will be better.
FOR WINQUAKE & DOSQUAKE USERS
r_waterwarp 0
1 – Water deformations
0 – No water deformations
Set to 0, the framerate will be better.
r_drawflat 1
1 - Turns off textures
0 - Turns on textures
Set to 1, the framerate will be better.
If you know some more let’s know.
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