Texture options

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Menus: Main menu → Options menu → Display options → OpenGL options
The texture options menu in Heretic.
Center Warning: This feature does not work in ZDoom but in its OpenGL children ports.

The texture options menu allows to modify how the textures (including sprites and any other image) are sent to the video chipset by the OpenGL renderer. Its MENUDEF name is GLTextureGLOptions.

  • Textures enabled (Yes/No)
gl_texture
Enable or disable texturing of the level geometry. Disabling textures is only useful for troubleshooting.
  • Texture filter mode (None/None (nearest mipmap)/None (linear mipmap)/Linear/Bilinear/Trilinear)
gl_texture_filter
Chooses which MiniWikipediaLogoIcon.pngtexture filtering mode to use.
  • Anisotropic filter (Off/2x/4x/8x/16x)
gl_texture_filter_anisotropic
Determines the maximum degree used for MiniWikipediaLogoIcon.pnganisotropic filtering.
  • Texture format (RGBA8/RGB5_A1/RGBA4/RGBA2/COMPR_RGBA/S3TC_DXT1/S3TC_DXT3/S3TC_DXT5)
gl_texture_format
Chooses how textures are stored in video RAM. The best quality is offered by RGBA8; all other options sacrifice image quality for a reduced memory usage.
  • RGBA8: Each pixel is described with 32-bits, using eight bits per channel.
  • RGB5_A1: Each pixel is described with 16 bits, using five bits per color channel and a single bit for alpha transparency. Color depth is reduced, causing color banding, and there is no translucency possible.
  • RGBA4: Each pixel is described with 16 bits, using four bits per channel. Translucency is possible, but at the cost of further loss of color depth.
  • RGBA2: Each pixel is described with 8 bits, using two bits per channel. The loss of color depth is very severe.
  • Compressed RGBA: This corresponds to the OpenGL ARB texture compression standard (GL_COMPRESSED_RGBA_ARB), which makes it equivalent to RGBA8; but depending on implementation, the compression may be lossy.
  • S3TC_DXTx: Each group of 16 pixels is described with 64 or 128 bits, giving the equivalent of 4 or 8 bits per pixel. However, the compression method is very lossy, and DXT1 does not support transparency at all.
Because of the limitations of some of these formats, the user's choice will be overridden for textures with incompatible requirements, such as transparency.
  • Enable hires textures (Yes/No)
gl_texture_usehires
Enables Doomsday-style hires texture packs. This does not affect hires textures declared with a method compatible with ZDoom, such as the HI_START/HI_END namespace, the deprecated HIRESTEX method, or texture scaling.
  • High quality resize mode (Off/Scale2x/Scale3x/Scale4x/hq2x/hq3x/hq4x)
gl_texture_hqresize
Selects an optional MiniWikipediaLogoIcon.pngimage resizing filter. Note that the MiniWikipediaLogoIcon.pnghqx filters do not work on transparent or translucent images, so the scaling algorithm with the same magnification will be used instead when needed.
  • Resize textures (On/Off)
gl_texture_hqresize_textures
Allows the selected high quality resizing filter to affect level geometry textures.
  • Resize sprites (On/Off)
gl_texture_hqresize_sprites
Allows the selected high quality resizing filter to affect sprites.
  • Resize fonts (On/Off)
gl_texture_hqresize_fonts
Allows the selected high quality resizing filter to affect fonts.
  • Precache GL textures (Yes/No)
gl_precache
Enables or disables texture precaching.
  • Camera textures offscreen (On/Off)
gl_usefb
Enables or disables the use of a framebuffer to render camera textures. Normally camera textures, if they are smaller than the screen, are rendered on the screen, then copied, then overwritten by the actual screen. This process is slightly faster than using a separate framebuffer, but it may result in glitches with faulty graphics driver, so the option to force off-screen rendering in all cases is available.
  • Trim sprite edges (On/Off)
gl_trimsprites
If this option is on, sprites are made as small as possible in memory by removing any fully-transparent border. However, this requires hardware that can handle non-power-of-two textures.