


dpJudas wrote:You should be able to do the same for ZDoom, although with the globals involved it requires quite a bit of effort.

Graf Zahl wrote:dpJudas wrote:You should be able to do the same for ZDoom, although with the globals involved it requires quite a bit of effort.
Those globals surely have made lots of things unnecessarily hard. But wait: Wasn't *performance* the main driver behind keeping them...???

Graf Zahl wrote:Doom originally required to have patches cover all columns in multipatch textures. This restriction was lifted in more modern ports and they do not report this as an error. So apparently AA got some textures of this kind.

dpJudas wrote:GZDoom's software renderer implements a fix for that particular issue.



dpJudas wrote:Edit: culling all sprites further than 5000 units away (like suggested) does help a lot, almost doubling the frame rate. That gives about 22 fps instead.
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