(Forget) Voxel support (we want models and GL!)
Moderator: GZDoom Developers
- Lexus Alyus
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TBH, I doubt Zdoom will be turning GL. I think voxel support would bring good things to Zdoom... if it stays software. I really have no idea if randy plans to implement GL or not... but I'd guess not because its not been in Zdoom since the beginning.... but maybe randy has had a change of thought about it?
- Graf Zahl
- Lead GZDoom+Raze Developer
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Why does everybody give a shit about ZDoom derivates that go the GL route? There are enough reasons to dump the software renderer - and not the least important one of them is speed. Even on large detailed levels I get significantly higher frame rates with GL than with software. Voxels are only a means to block these ports off from even more content than the evil vanilla mapping hacks already do.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49067
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Nmn wrote: I crave them, I'm stuck with the best features in what? Fucking 8-bits.
I know what you mean. Now that my port is getting more and more stable I am able to play some of my favorite WADs with it.
I have to say that Daedalus never looked this nice (large portions of it were unplayable with ZDoomGL due to speed issues.) Same for RTC-3057 - and it even makes the foggy levels in 007LTSD look really nice.
Or try something like 'In the Void' from Doom64. Cyan fog can look really cool. (Too bad that converting the XG scripts from that is probably too much work to bother...)
- Lexus Alyus
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- Lexus Alyus
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- solarsnowfall
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