30 Nov 20, 12:13PM
Well, actually you came to the same conclusion we have come to years ago, hence the first responses you received further up.
There were attempts in enabling high res textures for Assault Cube for exactly that reason. The code probably made it even into the next branch, but certainly can be found in the automapcfg branch.
Basically it did work, you would set a scale parameter on the texture command in the map config file (2 or 4, albeit 4 was only experimental at that point), which would scale the texture when rendered accordingly.
However, I remember one issue that probably remained unsolved. The LOD setting somehow couldn't be changed properly and kept kicking in too early. That is, when stepping back two steps off a wall its texture already got rendered with standard resolution, so the floor texture effectively only ever was displayed in high res when crouching, which made the whole thing kind of pointless. This most likely could be fixed, I guess there is some value hard coded somewhere, which would need to be made variable, or something like that.
However, we've got nobody working on this, so we're probably never going to get that feature, unless some proficient coder comes along.
There were attempts in enabling high res textures for Assault Cube for exactly that reason. The code probably made it even into the next branch, but certainly can be found in the automapcfg branch.
Basically it did work, you would set a scale parameter on the texture command in the map config file (2 or 4, albeit 4 was only experimental at that point), which would scale the texture when rendered accordingly.
However, I remember one issue that probably remained unsolved. The LOD setting somehow couldn't be changed properly and kept kicking in too early. That is, when stepping back two steps off a wall its texture already got rendered with standard resolution, so the floor texture effectively only ever was displayed in high res when crouching, which made the whole thing kind of pointless. This most likely could be fixed, I guess there is some value hard coded somewhere, which would need to be made variable, or something like that.
However, we've got nobody working on this, so we're probably never going to get that feature, unless some proficient coder comes along.