Reactor wrote:Second is the MD3 support - there are many static objects, enemies and projectiles,which simply can't be sprites, as they'll look incredibly fugly.
Not enough love for voxels.

Reactor wrote:Second is the MD3 support - there are many static objects, enemies and projectiles,which simply can't be sprites, as they'll look incredibly fugly.
tsukiyomaru0 wrote:A problem I see with GZDoom is that it is not very good with its Software Rendering.
Kinsie wrote:I picked it up immediately, but had to drop it at one point when my GPU died and I had to use a Voodoo 3 for a while. Turns out GZDoom, at least at the time, did not play nice with OpenGL-to-Glide injector thingies. I know, right?
Well, I mean, it ran, but textures would corrupt before my eyes. And seeing as the reason I was using that card was because my previous one had died of overheating, it spooked me and I went back to software.Graf Zahl wrote:Not sure what the cause may have been but I think the reason is that GZDoom always required a true color framebuffer, it never worked with 16 bit due to lack of stencil buffers in that mode.
Rachael wrote:That's odd - on my computer, it's the software renderer that revs my fans up
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