GZDoom "Dynamic" Lights: Possible in Software?

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Salad Viking
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Re: GZDoom "Dynamic" Lights: Possible in Software?

Post by Salad Viking »

Yeah... I'd advise people not to mention Quake when talking about porting hardware features to software. The Quake engine is totally different than Doom's. Quake is full-3D software; if you want to have that in Doom, you would have to make a completely new source port based on Quake, which would be quite a challenge. There's only so much you can do when taking code from different technologies.
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Demolisher
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Re: GZDoom "Dynamic" Lights: Possible in Software?

Post by Demolisher »

Vavoom?
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Graf Zahl
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Re: GZDoom "Dynamic" Lights: Possible in Software?

Post by Graf Zahl »

NeuralStunner wrote:Meh, in GZDoom especially, I've noticed a distinct lack of color quality in 16-bit color mode (with lighting in particular).
And you will notice the same if done in software. 16 bit modes are rather useless, in particular if you want to do effects with the color channels because masking them out for subsequent passes may easily negate any speed boost you get from rendering less data.
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Graf Zahl
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Re: GZDoom "Dynamic" Lights: Possible in Software?

Post by Graf Zahl »

Demolisher wrote:Vavoom?


AFAIK Vavoom has already ditched the software renderer, just like EDGE. It's hardly useful to have a polygon-based software renderer. It mixes all the disadvantages of software rendering in general with the incompatibilities of a polygon based renderer so you end up with the worst of both worlds.
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