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|website=[http://idsoftware.com Id Software]
 
|website=[http://idsoftware.com Id Software]
 
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One of [[Quake]]'s original developers created '''GLQuake''', an [[engine]] which provides hardware-accelerated graphics using OpenGL APIs. GLQuake is the base for most modern ports of the Quake engine.
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[[id Software]] released this hacked version of Quake to work with OpenGL while it was constructing Quake 2. There are quite a few problems and differences that should be noted about GLQuake. First off GLQuake does not support [[fullbrights]] - this is a minor visual fault, but remember when working with new textures and graphics to always check to see how it looks in classic software quake as, due to poor error diffusion, your new textures may be bespeckled with fullbrights. GLQuake also doesn't support most [[sprite modes]]. Although sprites are frowned upon in Quake, as it's considered old tech, modders find sprites incredibly useful for special effects. Thirdly, and not really a problem, GLQuake supports [[r_wateralpha|translucent water]], but you need to use a special version of [[VIS]] to have it in your maps. And finally, GLQuake lacks [[overbright]] lighting, and gamma correction (which many 3D cards did not support at the time). Third party utilities to modify the palette to make GLQuake appear brighter have existed prior to the source code release.
  
GLQuake is known to be buggy, and it has one big usability problem: The game's built-in brightness/gamma setting doesn't do anything, and the visuals tend to be way too dark unless you first run a program to increase your display adapter's gamma setting (which then makes everything else appear too bright). This isn't a showstopper, but it can be inconvenient. Also, the video mode can only be changed at the command line, not in-game.
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GLQuake is the base for most modern ports of the Quake engine. Check [[DarkPlaces]] and [[Tenebrae]] sources for heavily improved code. Check [[FitzQuake]] and the [[GQ]] engine for bug-free enhanced classic GLQuake play. Check [[Telejano]] and [[CheapHack]] for eyecandy enhanced GLQuake/[[TomazQuake]] code.
 
 
GLQuake is official, but is not supported by id Software. It runs any version of Windows (Win95 and up), or Linux. It is said to require the 'registered' Quake (that is, with ''ID1\pak1.pak'' present), but it will actually run on the shareware version, possibly with quirky startup behavior.
 
 
 
Some other minor caveats about GLQuake, for developers: GLQuake does not support [[fullbrights]] - this is a minor visual fault, but remember when working with new textures and graphics to always check to see how it looks in classic software quake as, due to poor error diffusion, your new textures may be bespeckled with fullbrights. GLQuake also doesn't support most [[sprite modes]]. Although sprites are frowned upon in Quake, as it's considered old tech, modders find sprites incredibly useful for special effects. Thirdly, and not really a problem, GLQuake supports [[r_wateralpha|translucent water]], but you need to use a special version of [[VIS]] to have it in your maps. And finally, GLQuake lacks [[overbright]] lighting, and gamma correction (which many 3D cards did not support at the time). Third party utilities to modify the palette to make GLQuake appear brighter have existed prior to the source code release.
 
 
 
Official distributions:
 
* v0.97 of GLQuake (Quake 1.09; November 1997) is in [ftp://ftp.idsoftware.com/idstuff/unsup/glq1114.exe ''glq1114.exe'']. This is an installer app for DOS or Windows. It will prompt you whether to install a 3dfx driver; don't do this unless you want the engine to be dependent on having a 3dfx-based graphics card's Glide drivers already installed.
 
* There is also an official distribution for Linux 2.0.
 
  
 
{{Engines}}
 
{{Engines}}
 
{{GL NetQuake Engines}}
 
{{GL NetQuake Engines}}
 
{{GL QuakeWorld Engines}}
 
{{GL QuakeWorld Engines}}

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