Gez wrote:wildweasel wrote:Try it from here instead.
durisnonfrangor wrote:also occurs in the latest Chocolate Doom, but no lagginess when increasing resolutions.
Would this be something to do with SDL maybe?
durisnonfrangor wrote:I suppose a more relevant question is, is this a bug with SDL or just the way that Doom changes its colours?
durisnonfrangor wrote:or do we need to sit tight for a Cocoa/CoreSomething adaptation?
Blzut3 wrote:I think ZDoom draws on a 32-bit canvas.
randy wrote:If only Apple didn't make learn Objective C to do all their GUI stuff these days, I probably would have already tackled it. As it is, I'm not finding myself especially motivated to learn both a new language and a new GUI framework at the same time.
randy wrote:If I recall correctly, SDL is still 100% 8-bit display code, though I may have adapted the DirectDraw 16- and 32-bit output stuff to SDL. I can't remember.
Blzut3 wrote:Objective-C isn't a particularly hard language to learn, it's just ugly.
Blzut3 wrote:Actually, is there anyway you could use OpenGL as a canvas as you do for Direct X?
Blzut3 wrote:That might be a good way to avoid a large sum of Objective-C.
randy wrote:Yes, but I've not really done anything with OpenGL since GLUT several years ago. It's somewhat appealing to do, though, since Linux users would benefit as well.
johnb1 wrote:Dunno why it so long
johnb1 wrote:quick question though-I can add wads n' stuff, and the occasional .pk3 file, but how do you add wads and .DEH as well?
Clickin' n' draggin' don't quite work-you have to click on the wad, and tell your Mac to open it with ZDoom-crappy, maybe
but it seems to work. I don't seem to see a Launcher in ZDoom, like with Doomsday, where you can pick your IWAD, and the stuff you wanna load, load it up, then press "play" and it works. So....I'm kinda stuck here......
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