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InsideQC Forums • View topic - Makaqu

Makaqu

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Postby Lardarse » Sat Jun 05, 2010 7:19 pm

Roaming status: Testing and documentation
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Postby mankrip » Sat Jun 05, 2010 9:40 pm

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Postby mankrip » Sun Jun 06, 2010 1:07 am

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Postby mankrip » Mon Jun 07, 2010 3:38 pm

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Postby mankrip » Wed Jun 09, 2010 4:00 pm

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Postby leileilol » Wed Jun 09, 2010 8:45 pm

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Postby mankrip » Mon Jul 19, 2010 2:01 am

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Postby revelator » Mon Jul 19, 2010 10:20 am

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Postby Baker » Mon Jul 19, 2010 7:20 pm

Mk, since you are basically "Mr. Software Renderer extreme" ...

Fruitz of Dojo port on OSX actually has 4 options in the software render to size the 2D giving it the ability to do the console and HUD as 320x240 while in 640x480. [The specific options: 1x1, 2x1, 1x2 and 2x2.]

Keeps the console and the text size from becoming tiny in, say, 1280x1024 mode.

Just giving you some ideas. I might take a crack at it after I clear my "queue".

That is, if Makaqu doesn't already do this ... I don't see it as an option but you've got quite a bit of goodness packed in your engine ...

Another idea ... support loading 24-bit skyboxes, paletting the images to 8-bit upon load. QWalk might have some ready to go or near ready to go code for this. But this would allow a software renderer to play Q1 single player releases with a skybox without requiring software renderer-specific media --- just load the same same skybox that the GL engine would use.
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Postby mankrip » Mon Jul 19, 2010 8:20 pm

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Postby Sajt » Tue Jul 20, 2010 1:05 am

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Postby Baker » Tue Jul 20, 2010 6:40 am

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