by Minigunner » Sat Dec 04, 2010 9:31 pm
I just looked at DelphiDoom, and its "dynlights" are just sprites, while the perspective correction blows.
Wait a minute. The light effects could fit well in software, if they aren't rendered as additive.
The perspective correction seems to just be the widening of the screen towards the bottom (like this: |`| -> /`\ ; it even occurs when looking down
). However, that tends to provide even more distortion than no "correction" at all. It should be narrowing of the screen towards the top when looking up ( |`| -> /\ ), and narrowing towards the bottom when looking down ( |`| -> \/ ).
As for 32-bit color, I think that ZDoom would be better off with 16-bit color, considering that ZDoom in itself consumes more resources than DelphiDoom (that is, if the fancy settings aren't enabled), and that ZDoom doesn't use any texture filters that could easily expose the visual disadvantages of 16-bit over 32-bit.
I just looked at DelphiDoom, and its "dynlights" are just sprites, while the perspective correction blows.
Wait a minute. The light effects could fit well in software, if they aren't rendered as additive.
The perspective correction seems to just be the widening of the screen towards the bottom (like this: |`| -> /`\ ; it even occurs when looking down :| ). However, that tends to provide even more distortion than no "correction" at all. It should be narrowing of the screen towards the top when looking up ( |`| -> /\ ), and narrowing towards the bottom when looking down ( |`| -> \/ ).
As for 32-bit color, I think that ZDoom would be better off with 16-bit color, considering that ZDoom in itself consumes more resources than DelphiDoom (that is, if the fancy settings aren't enabled), and that ZDoom doesn't use any texture filters that could easily expose the visual disadvantages of 16-bit over 32-bit.