Moving to v1.0.00
Moderator: Graf Zahl
- Graf Zahl
- GZDoom Developer
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Moving to v1.0.00
Yes, that's correct. No more 0.9.x versions!
After updating to the current ZDoom code GZDoom is no longer based on an unofficial version so I decided to finally go to 1.0.
This version also contains a major reorganization of the rendering data which hopefully will make adding new features easier in the future.
The first results of this are already in here:
- Support for additive lights. Additive lights don't look as good as normal multiplicative lights but they require far less resources so they may be a choice if performance is critical. To use them either add 'additive' to the light definitions in GLDEFS or use thing types 9810-9814.
-Shader support for warping textures. They are disabled by default though because they most likely require some more recent hardware to work well. If you want to check it out enable the feature in the menu.
-While redoing the rendering organization I was also able to optimize skybox rendering so it no longer needs a stencil buffer if there is only one skybox. A result of this is far better performance in some levels.
After updating to the current ZDoom code GZDoom is no longer based on an unofficial version so I decided to finally go to 1.0.
This version also contains a major reorganization of the rendering data which hopefully will make adding new features easier in the future.
The first results of this are already in here:
- Support for additive lights. Additive lights don't look as good as normal multiplicative lights but they require far less resources so they may be a choice if performance is critical. To use them either add 'additive' to the light definitions in GLDEFS or use thing types 9810-9814.
-Shader support for warping textures. They are disabled by default though because they most likely require some more recent hardware to work well. If you want to check it out enable the feature in the menu.
-While redoing the rendering organization I was also able to optimize skybox rendering so it no longer needs a stencil buffer if there is only one skybox. A result of this is far better performance in some levels.
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- Graf Zahl
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- Graf Zahl
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- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
- BlazingPhoenix
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