ZDoom 2.1.7
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Baratus
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Ryan Cordell
- Posts: 4349
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- Preferred Pronouns: No Preference
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Capital of Explodistan
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HotWax
- Posts: 10002
- Joined: Fri Jul 18, 2003 6:18 pm
- Location: Idaho Falls, ID
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Graf Zahl
- Lead GZDoom+Raze Developer

- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
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Nash
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- Posts: 17512
- Joined: Mon Oct 27, 2003 12:07 am
- Location: Kuala Lumpur, Malaysia
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Graf Zahl
- Lead GZDoom+Raze Developer

- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
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jallamann
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Lemonzest
- Posts: 327
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- Location: On your boards, trolling your threads!!!
Added a new D3DFB class that should be more compatible with modern systems
than the 8-bit paletted DDrawFB.
Pros:
- Much cleaner code.
- No performance penalty when running in a window.
- Slightly faster fullscreen performance on Geforce 6 and 7 cards.
- Vista ought to love it.
Cons:
- Requires Pixel Shader 1.4 or better.
- Fullscreen on an ATI Mobility x300 is a little slower (but still faster
than DirectDraw in a window).
Note that this is not hardware accelerated rendering. The screen is still
drawn as before by the CPU to an 8-bit paletted surface. The difference is
in how that surface makes its way to the visible display. Here, the surface
is copied to an 8-bit texture, and a pixel shader converts it to RGB when
drawing it.
just seen that in the change log, does that FINELY mean that the messed up colours when alt+tab is used are over? (windows loses the pallete)
than the 8-bit paletted DDrawFB.
Pros:
- Much cleaner code.
- No performance penalty when running in a window.
- Slightly faster fullscreen performance on Geforce 6 and 7 cards.
- Vista ought to love it.
Cons:
- Requires Pixel Shader 1.4 or better.
- Fullscreen on an ATI Mobility x300 is a little slower (but still faster
than DirectDraw in a window).
Note that this is not hardware accelerated rendering. The screen is still
drawn as before by the CPU to an 8-bit paletted surface. The difference is
in how that surface makes its way to the visible display. Here, the surface
is copied to an 8-bit texture, and a pixel shader converts it to RGB when
drawing it.
just seen that in the change log, does that FINELY mean that the messed up colours when alt+tab is used are over? (windows loses the pallete)
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Graf Zahl
- Lead GZDoom+Raze Developer

- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
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Nash
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- Posts: 17512
- Joined: Mon Oct 27, 2003 12:07 am
- Location: Kuala Lumpur, Malaysia
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RazTK
- Posts: 245
- Joined: Mon Jul 11, 2005 2:50 am
- Location: Israel
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HotWax
- Posts: 10002
- Joined: Fri Jul 18, 2003 6:18 pm
- Location: Idaho Falls, ID
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randi
- Site Admin
- Posts: 7749
- Joined: Wed Jul 09, 2003 10:30 pm
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QBasicer
- Posts: 766
- Joined: Tue Sep 16, 2003 3:03 pm