I've looked up GLSL on Wikipedia and, other than finding out that it was to do with shaders, I didn't get much more than that - at least not that made too much sense to me. So, I was just interested to find out what the implications of this "GLSL renderer" will be for GZdoom.Started work on GLSL renderer - split off the main rendering loop.
GLSL?
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GLSL?
When checking out r163 I noticed this in the change log
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Hopefully this means we will have better dynamic lighting (vertex/pixel lighting VS lightmaps).

Or even the software Doom fog emulated correctly!?
(I still dream of the day that GZDoom will correctly light up models... they look so flat and dull without lighting, and I'm forced to bake shadows on to their textures which cost a lot of time on my computer...)



Or even the software Doom fog emulated correctly!?
(I still dream of the day that GZDoom will correctly light up models... they look so flat and dull without lighting, and I'm forced to bake shadows on to their textures which cost a lot of time on my computer...)
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Heh, good thing I upgraded my video card to an 8800 a few months back!Graf Zahl wrote:I really can't say. The one thing I hope to get from it is a lighting mode that's closer to what Doom's software renderer uses.
One thing's for sure: The GLSL renderer will at least require a Geforce 8600 or better
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