https://www.filfre.net/2023/05/the-next-gener … meets-hardware/
Sarah Walker
May 19, 2023
I’ve just had a quick scan over the V1000 microcode for both the generic Speedy3D API and the custom Q […]
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Sarah Walker
May 19, 2023
I’ve just had a quick scan over the V1000 microcode for both the generic Speedy3D API and the custom Quake port. Quake doesn’t touch the pixel engine’s Z buffer related registers other than to turn them off, matching Stefan Podell’s testimony that vQuake doesn’t use any hardware Z buffering. Speedy3D on the other hand does have code to write to the Z buffer registers, suggesting that using hardware Z buffering is supported (if slow) and therefore that it is in fact supported by hardware.
Agree that none of this really changes the narrative!
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That's why at long distances we could see objects on top of walls, while they should be after walls.
Another glitches is walls textures can be distorted if you look on them at very low degree, almost zero, parallel to wall.
And if there is nothing to draw (gray clear color used, we never spot hall of mirrors), clearing mechanism will remove in game own model, the weapons you currently carrying in your hands (r_drawwievmodel).
If you try to be tied to water surface, you will got random pixel noise, or too many copies of that water surface in water surface, like recursively draw to texture, hall effect.
Using zero as value for d_wamp or D_wfreq will give funny blue shades over all screen.
Dying at sky texture will expose connections of two spheres to be distorted, never happens when you alive