heywood on 11/10/2020 at 20:29
The difference is due to the texture filtering method, not hardware vs. software rendering.
It's been a long time since I've played Doom or Quake, but if I remember correctly, all you need to do is disable linear texture filtering in favor of nearest neighbor to get the same look as software rendering. In the original GLQuake, the default texture filtering mode was linear (or maybe bilinear), but you could change it to nearest in the autoexec.cfg or console. I imagine the same is true for GZDoom.
froghawk on 11/10/2020 at 21:47
GZDoom doesn't have that option. It is indeed a hardware vs. software choice. Same for the primary Quake port I use (Fruitz of Dojo, though I had to use Quakespasm for Arcane Dimensions and that has neither option).
heywood on 11/10/2020 at 22:30
GZDoom does have that option, and you don't need to mess with a config file. Within the display options menu, set texture filter mode to "None (Nearest Mipmap)".
For Quake, open the console and enter "gl_texturemode 3" or "gl_texturemode GL_NEAREST". If that works, put it in autoexec.cfg. I can't speak for Mac ports, but that works for every OpenGL Quake renderer on Windows I've ever used.
froghawk on 11/10/2020 at 23:55
I think we must have different versions of gzdoom.
Nameless Voice on 12/10/2020 at 01:14
Should be under Options -> Display Options -> OpenGL Renderer -> Texture Options.
Yes, that's rather deep in the submenus!
froghawk on 12/10/2020 at 15:11
Quote Posted by Nameless Voice
Should be under Options -> Display Options -> OpenGL Renderer -> Texture Options.
Yes, that's rather deep in the submenus!
Ah, it's not in that exact submenu for me, but this did help me find it. I still prefer the software renderer slightly, but this does bring it much closer!