Posted: Sat Jan 14, 2006 14:01
Uploading. I won't do a new source release though. I packed the 2 changed files into the binary distribution instead.
Of course it needs a node builder. Every Doom port in existence needs one. I am using standard issue GL nodes - just like Doomsday.Deathlike2 wrote:Nice.. Quality mode filtering finally does fix the ATI problem... great job Graf. This is more impressive than Doomsday because it has to use some sort of node builder (I don't know why personally, but whatever I guess).
On a geometry intensive map like P:AR E1M6 opening cavern I get a performance drop of 20%.It seems to render just as well as Doomsday and that's great. The rendering itself doesn't really do too much to performance (I'm already using a fairly decent CPU, so it probably is not as noticable).
Why? IMO OpenGL is good enough and I don't see any need to add support for a second 3D API.Now, only if there was a Direct3D renderer... but that's asking too much I guess. If you do get around to implementing it, it will be more impressive than Vavoom (well, I'm biased because there's too many freaking Strife bugs in Vavoom).
Well, then I guess you're doing a good job of hiding its use since practically every port (I have yet to use any form of PRBoom), with the exception of Doom Legacy (which is rather crappy IMO), you are exposed to some form of node building.Of course it needs a node builder. Every Doom port in existence needs one. I am using standard issue GL nodes - just like Doomsday.
What map? Sorry, I don't know that map...On a geometry intensive map like P:AR E1M6 opening cavern I get a performance drop of 20%.
One could only hope.. at least it's not pixated like ZDoom... it is 2006...Why? IMO OpenGL is good enough and I don't see any need to add support for a second 3D API.
ZDoom comes with an internal node builder which I am using. On small maps it is nearly instantaneous. You only notice it when starting a larger map takes a few seconds.Deathlike2 wrote:Well, then I guess you're doing a good job of hiding its use since practically every port (I have yet to use any form of PRBoom), with the exception of Doom Legacy (which is rather crappy IMO), you are exposed to some form of node building.Of course it needs a node builder. Every Doom port in existence needs one. I am using standard issue GL nodes - just like Doomsday.
You don't know 'Phobos: Anomaly Reborn'. If not I advise you to change that!What map? Sorry, I don't know that map...On a geometry intensive map like P:AR E1M6 opening cavern I get a performance drop of 20%.