A lot of people say that Voxels would be the icing on the cake for Zdoom... what is the exact reason for randy not wanting to implement it?
Maybe it could look good for monsters, but I'd just like to see items and inanimate objects as voxels. it would also be good if we could have hi-res voxels.
Last edited by Lexus Alyus on Mon Aug 22, 2005 12:29 pm, edited 1 time in total.
Nash wrote:The thing with voxels is that it only works for static decorations.
I don't think there's actually a way to make an animated voxel sprite. Making a voxel sprite, in the first place, is already one helluva job...
And it would have to look good. the ggod thing is static sprites have only one rotstion, so if you were building them from scratch it would be fairly easy, sd you have some leeway artisticly.
I seriously doubt that the amount of work required to do it and the potential benefit stand in any sensible relation. And let's not forget that voxels and hardware rendering are nearly mutually exclusive, which would make any mod using them worthless for ZDoomGL.
Well, randy has said that the renderer is screwed up anyway and needs a rewrite... why doesn't some brave soul take on this task? It seems like something that needs doing, so why don't we hewlp each other out?
Yes, the renderer is screwed up. But it has to be if it still wants to play all those old maps. And let's not forget that a z-buffer may cause lots of problems with sprites that abuse Doom's shitty clipping. Take KDIZD's glows for example. If you run them in a GL port (which uses a z-buffer) they are mostly cut off. Apparently nobody cares about stuff like this and far too many maps that are done today still rely way too much on the software renderer's glitches.
The only solution is to keep the old renderer as a fallback for maps that need it. Otherwise you have a compatibility nightmare.