dpJudas wrote:I get that you'd much rather have me implement a full blown Unreal Engine, with a ray tracing engine generating baked lightmaps, light probes, shadow maps, casters and receivers. Hell, lets throw in point lights, directional lights, and spot lights while we're at it. And yes, fall back support back to OpenGL 2. But I'm sorry, I'm not going to code that.
I think you are overreacting here. No one asked you to do #1, #2, #4, #5, #7 and #8. And #6 is already in

No one even asked you to do #3 (the shadow maps). I only said that they would be better than this.
It's not like I'm attacking you or something because you don't deliver the feature level I expect.
It's just that you essentially made something that has all the limitations of Doom3 stencil shadows (as in it doesn't work with non-solid geometry), and on top of that requires a 2013 videocard to not lag horribly.
(NVIDIA 550 = 2011, according to the wiki).
Additionally it
doesn't work with height differences, even if we forget about midtextures, sprites, 3D floors and models.
I don't say that it's outright bad, but while it's nice and promising, its not even close to production quality to be included in GZDoom IMO. Sorry.
Again, here I'm assuming that if you merged it from your dev branch to the master branch and said "test it", then you think it's done enough...
If it's not, then I'm sorry for the reaction and you should have said that it's 10% done instead of "go and test it".
When you say "it's not done", you get "can't wait to see the complete thing" kind of responses. When you don't, expect to get "it's bad and doesn't have X, Y and Z".
Also: isn't classic shadowmapping dumb and very straightforward to implement?