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OpenGL 1.3 and 2.0: performance improvements but what are the differences?

#3
Thanks div. I can understand why you would expect dropping back to a lower GL version to be slower when working with a good implementation. This is why it surprises me that even with the NVIDIA driver OpenGL 1.1 could be the fastest in this case. There does seem a be a lack of precision in the 1.1 path with z-fighting and sparklies at times but from back in the day when we had things like gl_ztrick, the performance impact was always close to zero when working with these.

There does seem to be an inconsistency in Darkplaces whereby if OpenGL 2.0 is not detected, the 1.30 path is used yet if OpenGL 1.3 is not detected, the 1.3 path is still used, not the 1.1 path. Not sure if this is by design or not.

I didn't know that reflections were forced on some map configs. This however would not work around reflections not being available due to OpenGL 1.x being used? I've certainly seen Stormkeep without reflections when vid_gl20 0 is used.
I'm at least a reasonably tolerable person to be around - Narcopic
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RE: OpenGL 1.3 and 2.0: performance improvements but what are the differences? - by edh - 05-11-2012, 04:29 PM

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