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Re: Fullscreen anti-aliasing

Posted: Thu Mar 20, 2008 2:28 pm
by Ryan Cordell
Subconsciously, sorry. ^^;

Re: Fullscreen anti-aliasing

Posted: Thu Mar 20, 2008 2:39 pm
by phi108
Gez wrote:
Project Dark Fox wrote:I love the attention spans here. :roll:
What's your problem? Nightmare doesn't want AA, therefore it wasn't to him I was responding...

There's a lot of people who are going with requests like "true color in ZDoom" or "anti-aliasing in ZDoom" or "brightmaps in ZDoom" or "GZDoom skyboxes in ZDoom" or "3D floors in ZDoom" or all of these things, and ultimately I can't help but wonder why they're not simply using OpenGL version of the port if they want such features...
Yes, three of these topics are ones I specifically asked for, but I would like to point out that for TWO of them I had something to show. I admit the software brightmaps example I posted was very hacky and required DECORATE modifications, but it was essentially a second sprite drawn over the dark sprite. But I feel like the GZDoom skybox example has MUCH more merit. It displays the same as GZDoom's skyboxes, it just requires manual work. I was hoping for the ability for ZDoom to do it automatically.

In my opinion, requesting features like this is much better than not knowing what you are requesting. The user has to do SOME work before bothering the devs.

And I agree that onboard laptop chipsets make GL mode slow. Some of us want all these features so that our graphics card doesn't have to bother with them and the CPU takes care of it. Of course, I guess it could get to be too much for the CPU to handle.

Re: Fullscreen anti-aliasing

Posted: Thu Mar 20, 2008 2:53 pm
by Gez
Wagi wrote:I won't even bother with that ZdoomGL garbage
ZDoomGL wasn't exactly garbage at the time it was made (last update: Aug 2005). Now it's just very obsolete. This dates back from before ZDoom 2.1.0...

@phi108: not a dig at your attempts in particular. It's just that they're adding to the pile of threads about GZDoom features. :)

As for onboard laptop chipsets, it probably depends on how old your laptop is. For some reason, OpenGL is not just faster but also more stable on mine -- but then again it's a pretty recent laptop which can run TES4: Oblivion...

Re: Fullscreen anti-aliasing

Posted: Thu Mar 20, 2008 2:57 pm
by Graf Zahl
phi108 wrote:But I feel like the GZDoom skybox example has MUCH more merit. It displays the same as GZDoom's skyboxes, it just requires manual work. I was hoping for the ability for ZDoom to do it automatically.
... and it shouldn't be too hard to implement. But it's something Randy has to do.
In my opinion, requesting features like this is much better than not knowing what you are requesting. The user has to do SOME work before bothering the devs.
I fully agree and if I see such feature requests motivated by laziness i'll close them ASAP.

And I agree that onboard laptop chipsets make GL mode slow. Some of us want all these features so that our graphics card doesn't have to bother with them and the CPU takes care of it. Of course, I guess it could get to be too much for the CPU to handle.
Well, that's the problem. Sometimes I wonder what types of laptops this is about. Most I have seen contain chips that can handle GL decently.
Gez wrote: ZDoomGL wasn't exactly garbage at the time it was made (last update: Aug 2005). Now it's just very obsolete. This dates back from before ZDoom 2.1.0...
Let's just say that the issues it had were one of my major motivations to fix my own GL renderer and release it... ;)

I'm not sure though how much my first GZDoom release influenced Timmie to dump ZDoomGL.

Re: Fullscreen anti-aliasing

Posted: Thu Mar 20, 2008 3:15 pm
by phi108
I would also like to point out that in no way have I stopped using GL on my comp. I am playing GZDoom almost exclusively now, because I have gotten used to 848x480, though I miss the detail of 1280x720.

To tell the truth, a couple ZDoom suggestions (skyboxes, brightmaps), have been so that more people can see the small amount of Doom work I have done. (actually, no I haven't made skyboxes, but I've been looking everywhere to compile a full pack that is high detail and true to Doom).