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Moving to v1.0.00

Posted: Mon Feb 27, 2006 1:52
by Graf Zahl
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.

Posted: Mon Feb 27, 2006 2:22
by Xtife
this is based on the svn code randy recently released? is it floating point? or just part of it :)

Posted: Mon Feb 27, 2006 2:26
by BlazingPhoenix
:o Great news Graf!

Posted: Mon Feb 27, 2006 2:26
by Graf Zahl
No floating point yet. It only means that all the .96x features are now 'official'.

Posted: Mon Feb 27, 2006 2:30
by Xtife
well thats good :) why wouldnt randy release a full binary then

Posted: Mon Feb 27, 2006 3:44
by NecroMage
Awesome stuff!

@Xtife: there are still some major bugs in the svn version that make it to unstable to for use still.

Posted: Mon Feb 27, 2006 5:10
by Zeg-Vok
Wow. *In cheesy Infomercial "actor" voice* But Graf, how does this affect me?

Posted: Mon Feb 27, 2006 5:19
by SlayeR
You got the shader depth fog working yet? ;)

Posted: Mon Feb 27, 2006 10:02
by Graf Zahl
No. I want to restructure the fog handling first so that I can better switch between different fog shaders.

Posted: Mon Feb 27, 2006 10:45
by SlayeR
Hmm, for some reason I can't enable the warp shader, just forces it to false.

Posted: Mon Feb 27, 2006 11:58
by Graf Zahl
What does it say in the console? This effect happens when the shader can't be set.

Posted: Mon Feb 27, 2006 12:50
by BlazingPhoenix
Any other features that're planned for 1.0.00?

Posted: Mon Feb 27, 2006 12:54
by SlayeR
There are no error messages I can see. Just a bunch of 'Init Shader *: @' (where @ = some character that obviously isn't part of the font :P)


Can you post your startup log?

Posted: Mon Feb 27, 2006 12:55
by lemonzest
Nice, i like the new layout for some menu items. shame about my save games tho.

Posted: Mon Feb 27, 2006 12:56
by lemonzest
SlayeR wrote:There are no error messages I can see. Just a bunch of 'Init Shader *: @' (where @ = some character that obviously isn't part of the font :P)
it looks like something in quake2 font. but i get the same init list