QZDoom - ZDoom with True-Color (Version 1.3.0 released!)

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Re: QZDoom - ZDoom with True-Color (Version 1.2.2 released!)

Postby Rachael » Tue Jan 17, 2017 8:39 am

There's absolutely no reason to drop them. QZDoom can be used as a GZDoom replacement with full GZDoom support (though it is not intended to be), and activating the hardware renderer makes those menu options valid.

When Graf ZScriptifies the menu system, it may be possible to hide some while the hardware renderer is activated, and hide others when it's not.
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Re: QZDoom - ZDoom with True-Color (Version 1.2.2 released!)

Postby NightFright » Wed Jan 18, 2017 2:18 am

Ah, I see. I didn't know you can switch to GL mode with vid_renderer 1. Thanks a lot for clearification! Seems to be the "best of both worlds solution", then (32-bit software and OpenGL renderer united).
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Re: QZDoom - ZDoom with True-Color (Version 1.2.2 released!)

Postby Rachael » Wed Jan 18, 2017 2:57 am

One of the original reasons for it was to be able to downstream GZDoom features using the same structures and code. (Something that's already being utilized to some effect)

Another was the convenience of having both an OpenGL and a truecolor software renderer in the same executable.
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Re: QZDoom - ZDoom with True-Color (Version 1.2.2 released!)

Postby Gez » Wed Jan 18, 2017 3:19 am

It also gives dpJudas a place to tinker with OpenGL experiments before suggesting them to Graf. One of its first "mission" in that capacity was finishing up the SSAO feature.
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Re: QZDoom - ZDoom with True-Color (Version 1.2.2 released!)

Postby Dynamo » Wed Jan 18, 2017 11:07 am

Does QZDoom's renderer support resizing of skies? Because the original software mode had this problem: viewtopic.php?f=3&t=54219
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Re: QZDoom - ZDoom with True-Color (Version 1.2.2 released!)

Postby Rachael » Wed Jan 18, 2017 11:13 am

I don't know about Softpoly, but I know that the Carmack renderer is still restricted to 512-high skies and even using anything that tall is undefined behavior at the moment. (What's likely to happen is the top of the texture will be shown as the "sky floor" and the bottom will be the "actual sky")

If you are targeting QZDoom, for now I would recommend GZDoom's old skybox trick that took advantage of the Unreal-style skybox, and just draw yourself a cube sector and put in the textures there with a skybox actor floating off of the floor. If you are not doing maps in your projects though - all I can tell you is proper sky support is something I have on my wish list, but I've not had very much motivation lately to do actual coding, myself. >_<
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Re: QZDoom - ZDoom with True-Color (Version 1.2.2 released!)

Postby Dynamo » Wed Jan 18, 2017 12:59 pm

Fair enough. Well, there's still palvers in theory, so I could define a different sky texture for use in software mode. I definitely hope this gets fixed sometime, but thanks anyway :)
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Re: QZDoom - ZDoom with True-Color (Version 1.2.2 released!)

Postby Gez » Wed Jan 18, 2017 1:06 pm

Last time I looked into it, you needed 544 texels to avoid any tiling. At least it's what I wrote in sky stretching.
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Re: QZDoom - ZDoom with True-Color (Version 1.2.2 released!)

Postby Rachael » Wed Jan 18, 2017 2:10 pm

I could be wrong but when I was trying to fix a bug in QZDoom with regards to sky layering, I discovered this in the source code (referencing GZDoom's current commit for now, since that code is unmodified and I haven't had a chance to look at QZDoom's code lately - so this is what I remembered working with at the time) -

https://github.com/coelckers/gzdoom/blo ... e.cpp#L626

Code: Select allExpand view
// Allow for layer skies up to 512 pixels tall. This is overkill,
// since the most anyone can ever see of the sky is 500 pixels.
// We need 4 skybufs because R_DrawSkySegment can draw up to 4 columns at a time.


Obviously, that's changed thanks to multi-threaded rendering, but it references the original sky code (from before capped skies were introduced into the software renderer).

So needing 544 pixels is a bit surprising to me.
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Re: QZDoom - ZDoom with True-Color (Version 1.2.2 released!)

Postby dpJudas » Wed Jan 18, 2017 5:19 pm

I just rewrote the sky drawing code to no longer use those skybuf buffers that Eruanna is talking about. Don't know if that fixed the original problem or not, but at least those buffers aren't the problem anymore.
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Re: QZDoom - ZDoom with True-Color (Version 1.2.2 released!)

Postby sonic_HD87 » Wed Jan 18, 2017 8:29 pm

As Nash said, this is more like "GZDoom for low-end PCs". Thanks to it can access to some GZDoom goodies from recent builds! :wub:

I know that mimic GZDoom is not the goal here, but i wouldn't mind if takes that direction.
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Re: QZDoom - ZDoom with True-Color (Version 1.2.2 released!)

Postby Nash » Thu Jan 19, 2017 2:27 am

With the eventual implementation of GL skyboxes, models and flat sprites - plus dynamic lights properly lighting sprites (it currently does not, I understand this is WIP) - it WILL pretty much be GZDoom for ghetto computers. :P

Can't thank Eruanna and dpJudas enough for all the hard work put into this. Thank you so much for making this for the community to enjoy! <3
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Re: QZDoom - ZDoom with True-Color (Version 1.2.2 released!)

Postby dpJudas » Thu Jan 19, 2017 8:54 am

Thanks for the support! Not sure we can promise all those features, but maybe in time some of them will get implemented. Just keep in mind that there's a reason the GPU was invented - the dynamic lights in particular is a nice illustration that some features will be difficult to deliver at an acceptable frame rate. :)
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Re: QZDoom - ZDoom with True-Color (Version 1.2.2 released!)

Postby Graf Zahl » Thu Jan 19, 2017 9:00 am

sonic_HD87 wrote:As Nash said, this is more like "GZDoom for low-end PCs".


Any low end PC of recent years will have better performance with hardware acceleration. Your low end must be VERY low. :twisted:
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Re: QZDoom - ZDoom with True-Color (Version 1.2.2 released!)

Postby sonic_HD87 » Thu Jan 19, 2017 9:34 am

Graf Zahl wrote:Any low end PC of recent years will have better performance with hardware acceleration. Your low end must be VERY low. :twisted:


A 2006 laptop with Intel chipset that still giving the fight! ò.ó
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