This option should be removed and gzdoom's behavior should be 'quality' at least for ATI to avoid such questions. Otherwise you will be compelled to answer similar questions permanently. I don't know any games except for doom ports with this precision problem on ATI. If we cannot force to work some things correctly everywhere for any reasons, we should not make it as option (like fog in slade). It is bad style and demonstration of disrespect. John Carmack would not do so. ATI has a big part of market nevertheless and maybe it more than NVidia has. We should not forget it.Do you have rendering quality set to quality, or to speed? If the latter, try switching to the former.
ZDoom 2.1.7
Moderator: GZDoom Developers
No. Because we have no material benefit from our project (NVidia does not pay some money to us for humiliation of competitors) and we are not harmful pigs of course. If we already have a code for correct behavior on ATI, we should use it, instead of indirectly proving (useless optionality) to all world who is The Best. For example, if ATI for some strange reasons displays squares instead of triangles with the common code, would we make it optionality indeed? It is silly even if it is faster because it still squares instead of triangles.
Last edited by entryway on Thu Nov 02, 2006 10:00 am, edited 4 times in total.
- Alterworldruler
- Posts: 622
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Crashed while calculating a Vavoom slope. This sort of thing belongs in the bugs forum, not the new version release topic, so I'll move it there for you.Kaiser wrote:Here's a dump of the stupid error.
- Bastet Furry
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I need to teach myself OpenGL first. Or convince myself to write a whole new set of perspective-correct 6-DOF texture mappers for software. Well, one of my plans for the near future is to simplify the core rendering routines so that there are fewer rasterizers, so I might do both.Bastet Furry wrote:Um, just a little question, dont want to breack up a debate or something, but what happend to polymost?
- Bio Hazard
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- Graf Zahl
- Lead GZDoom+Raze Developer
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edward850 wrote:I know its not my graphics card because other doom / zdoom based ports that have OpenGL as an optional work fine
Maybe. But it's certainly your computer. I can switch between both whenever I want. And whatever causes this problem the one thing I am certain about is that it's not the renderer - because it is a completely separate piece of code that doesn't share anything with the software renderer. The closest it comes to is to use a few setup routines I found unnecessary to be duplicated.