Moderator: GZDoom Developers
Caligari87 wrote:Headfirst into the future with the power of statistics, nice. I feel for the minority of users that will be affected by the renderer removal, but its exciting to see GZDoom moving forward. Thanks Graf (and all the devs) for your transparency.
There are a number of visual tricks from the old days that, at least at this exact moment in history, the hardware renderer can't properly reproduce.Cacodemon345 wrote:I honestly don't see a point in the SW renderer now, because both it and OpenGL renderer requires at least OpenGL 2.0.
Kinsie wrote:There are a number of visual tricks from the old days that, at least at this exact moment in history, the hardware renderer can't properly reproduce.Cacodemon345 wrote:I honestly don't see a point in the SW renderer now, because both it and OpenGL renderer requires at least OpenGL 2.0.
Graf Zahl wrote:The general rule of thumb should be: If you know a map with a render hack the hardware renderer does not support, post a link. Many times the entire thing can be handled by adding a compatibility setting, see the recent handling of that one Perdition's Gate map.
Graf Zahl wrote:Actually, maybe it's a good idea to implement some compatibility ZScript that is more flexible in altering map data than a static text lump.
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