Software vs GLQuake: Non-square pixels

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## Software vs GLQuake: Non-square pixels

Welcome to a rather short part of the Software vs GLQuake series. It came up at func so I quickly wrote it.

Lava_Croft once taught me about another quite nasty and overlooked regression in most GL engines. Textures that are not sized in a power of two (64, 128, 256 etc) are getting rescaled. And with that the pixels are not square anymore but a huge mess of distorted uglyness. This is most easily seen on a weapon skin so I used that in the image below. The Shambler’s face also is a good place to spot it. On the left is software Quake (argh, Argh, ARGH! The high FOV is to blame for that, sorry.), in the middle a bad GL engine and on the right a good one. From what I know at least Fitzquake (of course!) and Darkplaces fixed this.

01.04.2010 in Software vs GLQuake | 2 Comments »

### 2 Responses to “Software vs GLQuake: Non-square pixels”

1. Spirit Says:
   03.04.2010 16:35

   http://www.celephais.net/board/view_thread.php?id=4&start=9632&end=9632

2. mh Says:
   05.04.2010 14:20

   It’s also very noticeable in the Help screens.

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