That did give us our first software rendered transparent water rooms though (Quake had the water opaque unless you had 3DFX card IIRC)
That did give us our first software rendered transparent water rooms though (Quake had the water opaque unless you had 3DFX card IIRC)
GLQuake introduced the r_wateralpha setting, which allowed transparent water, but the maps were still compiled with visibility calculations that assumed the water surfaces were opaque. You got visual artifacts unless you enabled r_novis to ignore the pre-calculated visibility calculations. Modern computers can handle it, but this was a heavy performance cost at the time.
To work around this, people used an unofficial tool to patch the maps to support transparent water:
https://vispatch.sourceforge.net/