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Now the skyboxes can be compiled using error-mirroring quantization instead of four-way quantization.

This is only recommended for skyboxes that glitches out with the FWQ algorithm, because the EMQ algorithm causes some serious color bandings to appear, due to its lack of error diffusion.

The best solution, I guess, would be to implement an option for lossy error diffusion in the FWQ algorithm. I may look into that, because I want the public release to be as foolproof as possible.

As for other news, now the anisotropic texturemapping can be disabled with the r_anisotropy cvar.

Some of the dithering kernels are finer grained now, giving a smoother image to Quadricolor textures (mainly skyboxes and FQT textures).

Some of the texture compiler cvars were split into FQM and FQT versions. The FQT versions are also used for skyboxes.

Texture compiler downscaling and upscaling are configured through different cvars now. This means that you can compile non-upscaled FQM textures while still generating low-res WAD files for high-res FQT textures, without having to reconfigure anything.

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