Do you have rendering quality set to quality, or to speed? If the latter, try switching to the former.
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.
Posted: Thu Nov 02, 2006 8:59 am
by HotWax
Because we care what market share ATI has.
Posted: Thu Nov 02, 2006 9:06 am
by entryway
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.
Posted: Thu Nov 02, 2006 9:19 am
by Alterworldruler
Graf Zahl wrote:It's a day early!
Anyway, good to see that it has been released. Now I can commit the custom state stuff I have been working on for the last few days without fear of breaking an upcoming release.
YAY! for randy finally we'll see custom states without breaking release
Posted: Fri Nov 03, 2006 10:43 am
by Hirogen2
It's not a day early. Remember that Japan is always "ahead in time", relative to Europe and America, so they just get it right in time.
Posted: Fri Nov 03, 2006 5:10 pm
by randi
Kaiser wrote:Here's a dump of the stupid error.
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.
Posted: Fri Nov 03, 2006 9:11 pm
by Bastet Furry
Um, just a little question, dont want to breack up a debate or something, but what happend to polymost?
Posted: Tue Nov 07, 2006 2:18 am
by Amuscaria
Development seems pretty fast lately. The Armor Piercing property should be very useful. Hopefully A_Implode is still being considered.
Posted: Fri Nov 10, 2006 6:13 pm
by randi
Bastet Furry wrote:Um, just a little question, dont want to breack up a debate or something, but what happend to polymost?
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.
Posted: Fri Nov 10, 2006 8:19 pm
by Bio Hazard
So ZDoom may have an OpenGL renderer eventually?
Posted: Sat Nov 11, 2006 1:57 am
by edward850
If so, please don’t use GZDooM's OpenGL renderer code, it seems to interfere with software mode. I know its not my graphics card because other doom / zdoom based ports that have OpenGL as an optional work fine
Posted: Sat Nov 11, 2006 2:37 am
by Graf Zahl
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.
Posted: Sat Nov 11, 2006 2:50 am
by edward850
im going to look into it my self.
my cpu may be bad but its not that bad
Posted: Sat Nov 11, 2006 3:01 am
by Graf Zahl
What kind of graphics card do you have?
Posted: Sat Nov 11, 2006 3:05 am
by edward850
Doesn’t matter any more, it seems that my monitor was the glitch; I swapped it with the other one in my room. (Who knew )
No, wait, bug found, it seems that gzdoom likes to fiddle with my colour settings and makes my screen brighter
I have a Matrox Mystique PCI - English
Spoiler: full report
System Information report written at: 07/09/2006 07:49:59 a.m.
[Display]
Item Value
Name Matrox Mystique PCI - English
PNP Device ID PCI\VEN_102B&DEV_051A&SUBSYS_1200102B&REV_03\3&61AAA01&0&48
Adapter Type MGA-1164SG, Matrox Graphics Inc. compatible
Adapter Description Matrox Mystique PCI - English
Adapter RAM 4.00 MB (4,194,304 bytes)
Installed Drivers mgaud.dll
Driver Version Not Available
INF File oem26.inf (IN00.ENG section)
Color Planes 1
Color Table Entries 4294967296
Resolution 1024 x 768 x 60 hertz
Bits/Pixel 32