by Xaser » Fri Dec 26, 2008 11:43 pm
And breaking out the flamethrower for an entirely harmless question isn't quite the smartest move in the book, either.
For most practical purposes, GZDoom supports all features that standard ZDoom does. The only oddities that really seem to occur are maps which use certain quirks in the software engine that the GL renderer has trouble with (sector-referencing tricks and whatnot). GZDoom is, however, better than most GL ports in handling these errors, and if you're mapping specifically for GZDoom then you'll never have to worry about it.
Having said that though, GZDoom has (for now) the normal software renderer included, though. I'd go as far as to say they're identical, but then again, who knows?
The biggest addition that GZDoom has is, naturally, the 3D floor. Other notable features include dynamic lighting and reflective floors, though due to their nature, none of these will work in the software renderer. Just be sure to put them to good use if you decide to go GL, to justify the needs. ;P
The only thing I'd worry about is perhaps compatibility between the two ports in the future. I'm certain that Graf Zahl will do his best to keep his port relatively up-to-date with ZDoom standards, but it's possible that a split may occur and one day standard ZDoom may support a feature or two that GZDoom doesn't, or vice-versa. Of course, this is the future I'm talking here. Nothing at all to worry about now.
And a final tip: The "blurriness" is probably texture filtering, which can be turned off in the OpenGL display settings menu. I like prefer my pixels, myself. ;P
And breaking out the flamethrower for an entirely harmless question isn't quite the smartest move in the book, either.
For most practical purposes, GZDoom supports all features that standard ZDoom does. The only oddities that really seem to occur are maps which use certain quirks in the software engine that the GL renderer has trouble with (sector-referencing tricks and whatnot). GZDoom is, however, better than most GL ports in handling these errors, and if you're mapping specifically for GZDoom then you'll never have to worry about it.
Having said that though, GZDoom has (for now) the normal software renderer included, though. I'd go as far as to say they're identical, but then again, who knows?
The biggest addition that GZDoom has is, naturally, the 3D floor. Other notable features include dynamic lighting and reflective floors, though due to their nature, none of these will work in the software renderer. Just be sure to put them to good use if you decide to go GL, to justify the needs. ;P
The only thing I'd worry about is perhaps compatibility between the two ports in the future. I'm certain that Graf Zahl will do his best to keep his port relatively up-to-date with ZDoom standards, but it's possible that a split may occur and one day standard ZDoom may support a feature or two that GZDoom doesn't, or vice-versa. Of course, this is the future I'm talking here. Nothing at all to worry about now.
And a final tip: The "blurriness" is probably texture filtering, which can be turned off in the OpenGL display settings menu. I like prefer my pixels, myself. ;P