vid_rendermode=4
to
vid_rendermode=0
As everyone would do.
But for my surprise I still got the opengl problem
In older versions that doesn't happen.
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Execution could not continue.
R_OPENGL: OpenGL driver not accelerated!
You know there's a much better alternative...Rachael wrote:If my hard drive didn't die, I'd at least offer you Mesa - your processor is fast enough to handle it.

No. Since 3.4 GZDoom uses OpenGL exclusively as its video backend, even for software rendering.TheGameratorT wrote:Sorry for bumping this thread again but I think GZDoom should be able to work on software render without initializing OpenGL because that dropped support on one of my computers and I don't want to use Zdoom because of the lack of SoftPoly.
Is there a way of starting gzdoom 3.5 without initializing OpenGL? Because the manifest patcher doesn't work on this computer.
What Graf said, it shouldn't. GZDoom must move forward.TheGameratorT wrote:I think GZDoom should be able to work on software render without initializing OpenGL because that dropped support on one of my computers

For some hardware it would be worth it, no question. But you must never forget: This code needs to be maintained in the future. The recent reduction of backend code was done so that more focus can be put on productive endeavours. In the end all this legacy support is not going to do have much of an impact because the target audience is too small, and will only shrink furtherdrfrag wrote: BTW i'd like to add a D3D11 backend so if some competent programmers want to help... (the initial work by dpJudas is very incomplete). I wonder if that would be worth.
Sorry but you will have to. You have to understand that keeping the old DirectX routines wasn't free: like all interface code, it has to be actively maintained to keep working, because hardware and software changes means that the interface doesn't stay static. If we reach a point where we have to choose between running on Windows XP and running on Windows 10, the choice is easy. (And I don't even like Windows 10). Getting rid of the old DirectX interfaces meant that the code could be simplified and needed less redundancy for cross-platform support (Linux, after all, never had DirectX) and also that it was possible again to switch between hardware and software rendering without having to quit and restart. (Previously, if you had initialized DirectX for software rendering, you couldn't initiate OpenGL in the same application, and inversely. The reasons for this are rather obscure and poorly documented so it wasn't possible to write a workaround.) So even if you lose on using the latest versions on your old computer, do not think there are no benefits to dropping support for old hardware.TheGameratorT wrote:And I don't really want to stick to old GZDoom 3.3