Translucent lines don't slow the game down

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Expand view Topic review: Translucent lines don't slow the game down

by Graf Zahl » Fri Apr 22, 2005 2:23 pm

Yuck! :?


Translucency will only become an issue if you play a highly detailed map on an underpowered computer so I really don't see any need to invest time in something like that.

by Medricel » Fri Apr 22, 2005 2:16 pm

Graf Zahl wrote:That's not really surprising considering that rendering translucent lines is one of the most expensive operations with software rendering
Well, then... Do you think (if GL-able POLYMOST isn't in the next version, which it MORE than likely won't ;)) that an option could be made to do stippled translucency (like Quake 2 software mode can do) instead? It wouldn't look as nice (especially in lower resolutions) but it is much faster, methinks.

by Graf Zahl » Fri Apr 22, 2005 2:06 pm

That's not really surprising considering that rendering translucent lines is one of the most expensive operations with software rendering

Translucent lines don't slow the game down

by justin024 » Fri Apr 22, 2005 1:46 pm

This is one thing that ZDoomGL does way better than the original. While
testing my mod, ZDoom 64, I noticed that every time you get close to a
translucent line, the frame rate gets really bad. But in ZDoomGL, when
you get close those same lines, there isn't even a noticeable difference! I
do have a GeForce 4, but I think there is more to it than that.

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