ZDoom LE 2.8.3a does not show "titlepic.png" in FullScreen mode, he shows black screen instead. But "credit.png" shows normally.
I don't know, maybe this is issue of my graphic card or some else.
drfrag wrote:Now another ZDoom Classic release, a very minor update with some pending things. Still the statusbar for the 4x4 low detail mode only is adjusted after changing resolution, even selecting the current resolution again does.
https://github.com/drfrag666/gzdoom/rel ... .4a_GL.zip
drfrag wrote:That's the GL version but then you had to enable the GL subsystem besides changing the renderer. I'll explain the mess a bit to you one of these days. That one was intended for 486s at first but it ran like shit there, it has an early prototype of the D3D backend and the pixel doubling code to emulate lower resolutions. May be that backend could be easily portable to other old versions: 2.0.98x? ZDuke? Not that i plan to do it, you always could use a DDraw emulator.
drfrag wrote:It's the "renderer" between ZDoom 2.1.7 and 2.2 and is used to present everything. There still wasn't a 32 bit HUD and had no shaders, it looks pretty much the same as DDRAW but works well on modern hardware.
drfrag wrote:QEffectsGL is not a renderer but a wrapper or as described a pseudo-driver, i see it works with GL 1.1 games. Nothing to do, it translates calls to an old GL API to calls to a modern one (i guess) so it will require a modern driver. Try it but it won't work on your machine, GZDoom 1.8.4 officially required GL 1.3 but LE runs well on nvidia 1.2. I merged ZDoom 2.8.1 with GZDoom 1.8.4 (more or less). So i injected that GL renderer somehow. I did a merge with Git and then i fixed it and added a lot of stuff.
drfrag wrote:It's a wrapper so it translates fixed functions to something else, those are modern effects.
That's randi's WIP D3D "renderer" obviously and then i cherry-picked her later fixes, i don't remember exactly what i did but it works well.
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