In the month since the last post, I have been revamping the Doom renderer to use more traditional 3D techniques because some of its errors became too apparent when using slopes. Have you noticed walls "jiggle" back and forth as you walk around? (The right corner of the platform in the courtyard area of Doom 2 MAP18 is a good place to see this.) How about the way lines bend away from you if you stand on them and look in the direction of the line? These sorts of errors proved to make rendering slopes too inaccurate, so I had to change the way the renderer projected walls, and then I had to deal with all the integer overflow issues (i.e. potential crashes) that arose with this change. I still have some work left for that.
I also fixed the FOV command so that the brightness stays the same no matter what FOV you use. (Try going into a dark room in ZDoom 1.22 and typing "FOV 30" at the console, and you'll see the walls and sprites light up.)
News from 7 October 2000
News about ZDoom, its child ports, or any closely related projects.
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