Quote from: Jay Dolan on October 18, 2008, 09:09:56 AMThe screens really don't do the textures justice. The modulate/intensity levels you have there make everything look pale. The intensity filter is particularly evil, it basically halves your color range with the default value of 2.0.Have you thought about doing away with intensity and adding proper brightness/contrast? I have code for this right here, it also includes a saturation filter, as well as monochrome and inversion controls:http://jdolan.dyndns.org/trac/browser/quake2world/src/r_image.c#L281This code is now available in the latest R1GL with set gl_texture_lighting_mode "1"
The screens really don't do the textures justice. The modulate/intensity levels you have there make everything look pale. The intensity filter is particularly evil, it basically halves your color range with the default value of 2.0.Have you thought about doing away with intensity and adding proper brightness/contrast? I have code for this right here, it also includes a saturation filter, as well as monochrome and inversion controls:http://jdolan.dyndns.org/trac/browser/quake2world/src/r_image.c#L281
EGL might not be doing texture scaling. I'm not sure how it uses hi-res textures.
Yep EGL isn't doing texture scaling. Not much you can do about that unfortunately (other than switch to R1Q2!), it's just the way the map was designed - all the textures are 50% stretched and EGL doesn't apply this to the hi-res replacements.
What does it look like? Mine looks fine: