First post, by silikone
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One graphical feature that GLQuake omitted over its software rendered counterpart is the dynamic lighting that was used profusely throughout the game, supposedly to save a non-trivial amount of performance. Luckily, a console variable lets one restore this lost feature that makes the game really shine. Entering gl_flashblend 0 into the console replaces emulated lighting in the form of transparent spheres with the proper illumination model. Because of this alleged performance penalty on time-appropriate hardware, I propose that this should be tested to get some actual numbers.
I have attached a Quake demo that stresses the lighting routine of the game. This is to be run both with and without the dynamic lighting. For a more direct comparison, gl_flashblend should remain 0, and the related variable r_dynamic should be toggled instead.
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