Search found 9 matches

by johncurley
Tue Oct 21, 2025 4:42 am
Forum: Feature Suggestions [GZDoom]
Topic: Metal renderer
Replies: 22
Views: 925

Re: Metal renderer

I assume the errors for not finding SDL2 were because the variable to enable cocoa support was not turned on or present in the cmake defaulting to SDL2. I'll look into it and also finish the implementation of the Cocoa backend, then start porting the main engine code to this and enabling it by ...
by johncurley
Sat Oct 18, 2025 1:50 am
Forum: Feature Suggestions [GZDoom]
Topic: Metal renderer
Replies: 22
Views: 925

Re: Metal renderer

I ended up patching ZWidget with some Apple specific preprocessor macros so I'll pull request to the main ZWidget repo soon and you can decide whether you want to namespace the library in the near future but for now it's perfectly functional. And also the logic for the OpenALSoft detection is not ...
by johncurley
Thu Oct 16, 2025 12:55 pm
Forum: Feature Suggestions [GZDoom]
Topic: Metal renderer
Replies: 22
Views: 925

Re: Metal renderer

Hi dpjudas, I agree about the namespacing issues with ZWidget. It was a quick hack, it had me stuck for a long time and maybe namespacing and isolating the Impl sounds brilliant. I'll keep working on it as I wasn't happy about that change either. I was embarrassed really to release it but I wanted ...
by johncurley
Thu Oct 16, 2025 5:25 am
Forum: Feature Suggestions [GZDoom]
Topic: Metal renderer
Replies: 22
Views: 925

Re: Metal renderer

Ugh, I put the submodule build files into the repo. I'll delete the branch and create a clean one but the code will work. There's bugs though in the window from i_video.mm that need addressing and implementations/clean ups. It's a mess but nearly there. Also worked on the cmake file for macOS.
by johncurley
Mon Oct 13, 2025 2:39 pm
Forum: Feature Suggestions [GZDoom]
Topic: Metal renderer
Replies: 22
Views: 925

Re: Metal renderer

The first time I used GZDoom was on Linux and I remember that Ashes 2063 had quite atmospheric dark areas. When I played the game with the latest stable version on Mac, I thought maybe a change in monitor as I was using the laptop screen was causing issues with the gamma or the monitor was a TN ...
by johncurley
Sat Oct 11, 2025 3:37 pm
Forum: Feature Suggestions [GZDoom]
Topic: Metal renderer
Replies: 22
Views: 925

Re: Metal renderer

Redneckerz wrote: > [quote=johncurley post_id=1263225 time=1760137394 user_id=41920] > I'm not really sure what you mean by "hard math". Most calculations are > just linear equations through matrix math, other mathematical concepts are for things > like texture conversion(understanding the ...
by johncurley
Sat Oct 11, 2025 8:07 am
Forum: Feature Suggestions [GZDoom]
Topic: Metal renderer
Replies: 22
Views: 925

Re: Metal renderer

Hi Graf Zahl, To answer your questions, I do believe creating a native backend for MacOS would be worthwhile. Apple silicon has tile based renderers which Metal is designed to take advantage of. In terms of maintenance it's the easiest modern framework to use vs Vulkan and DirectX 12. I also believe ...
by johncurley
Fri Oct 10, 2025 5:03 pm
Forum: Feature Suggestions [GZDoom]
Topic: Metal renderer
Replies: 22
Views: 925

Re: Metal renderer

I'm not really sure what you mean by "hard math". Most calculations are just linear equations through matrix math, other mathematical concepts are for things like texture conversion(understanding the architecture endian or intrinsic math) and the only really "hard math" is in advanced rendering like ...
by johncurley
Fri Oct 10, 2025 2:38 pm
Forum: Feature Suggestions [GZDoom]
Topic: Metal renderer
Replies: 22
Views: 925

Metal renderer

Hi, I have a little experience with older graphics API's like opengL. As a macOS fan and big fan of total conversion mods for GZDoom such as the Ashes series, I'd like to help write a native metal renderer for macOS. I don't have a lot of metal experience but I am asking Ai for help and implementing ...

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