View Full Version : What is best-looking Mipmapping Mode?
July 8th, 2001, 10:35 PM
Nearest, Linear, etc. I want the best possible visual quality.
PS...Best version of DooM! http://forums.newdoom.com/UBB/smilies/cwm11.gif
http://sc.communities.msn.com/tn/2C/F0/CamcamsAlbum/1/c1.jpg It's not how fast you drive, it's how you drive fast.
July 9th, 2001, 05:03 PM
I've tride most of the ports many of them only for a minute and jdoom stands way above the rest in quality and performance http://forums.newdoom.com/UBB/smilies/cwm17.gif
July 10th, 2001, 08:01 AM
Glad you like it.
If you take a look at the jdoom.cfg you will see many options. Try looking at simplesky, r_texquality, r_spritefilter, and obviously r_mipmapping force. Theres also r_ambient, modelLight, and r_paletted force to mess with too. I personally have the max available from within the game GUI and havent tried to push the settings from inside the cfg file but if you have any success then please post here or email me and i'll publish any results on the JDoom Resource page.
Stimpee @ http://www.newdoom.com/hosted/stimpee
July 10th, 2001, 11:32 AM
# The mipmapping mode for textures.
r_mipmapping force 5
# 1=Use the GL_EXT_shared_texture_palette extension.
r_paletted force 0
# Number of sky sphere quadrant subdivisions.
r_skydetail force 3
*What is the best speed / best quality settings?
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