by MatthewD » Wed Nov 22, 2023 8:20
Thanks,
It's certainly not ready yet, but I wanted to gauge if there was any interest in merging the opengl renderer as an option back into ecwolf source code
If code quality etc is up to standard.
Alternatively it may be better to make a few modifications to allow external renderers to be plugged into ecwolf. This option may perhaps be a little better
There is some stuff left to do for the opengl renderer:
1. Menus and map isn't rendered with the opengl renderer as yet
2. Haven't finished push-walls properly though that looks pretty easy
3. Some quick to fix stuff where I need to make sure changing screen resolutions, aspect ratios, full screen, etc all works properly.
4. I didn't really code the opengl renderer in the original ecwolf coding style, though this may not matter if it's released as an independent plugin perhaps.
5. Hud isn't finished
One reason I think the OpenGL renderer might be useful is it allows full rate gate gameplay at 4k resolutions and such, which the inbuilt renderer struggles with
Thanks,
It's certainly not ready yet, but I wanted to gauge if there was any interest in merging the opengl renderer as an option back into ecwolf source code
If code quality etc is up to standard.
Alternatively it may be better to make a few modifications to allow external renderers to be plugged into ecwolf. This option may perhaps be a little better
There is some stuff left to do for the opengl renderer:
1. Menus and map isn't rendered with the opengl renderer as yet
2. Haven't finished push-walls properly though that looks pretty easy
3. Some quick to fix stuff where I need to make sure changing screen resolutions, aspect ratios, full screen, etc all works properly.
4. I didn't really code the opengl renderer in the original ecwolf coding style, though this may not matter if it's released as an independent plugin perhaps.
5. Hud isn't finished
One reason I think the OpenGL renderer might be useful is it allows full rate gate gameplay at 4k resolutions and such, which the inbuilt renderer struggles with