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OpenGL Doomsday - does this mean anything for GZDoom?

Posted: Sun Apr 19, 2009 22:01
by Nash
http://dengine.net/dew/index.php?title= ... .9.0-beta6

Apparently, the latest versions of Doomsday have ditched the Direct3D renderer and replaced it with an OpenGL renderer... does this mean anything as far as improvements to the GZDoom renderer goes?

Does this make it possible for you to implement some of the neater features (IMO, of course) in the Doomsday renderer? I'd love to see the faked radiosity, smooth transparency for model skins, and better dynamic lighting that's possible in Doomsday ported over to GZdoom. :D

Just curious.

Re: OpenGL Doomsday - does this mean anything for GZDoom?

Posted: Sun Apr 19, 2009 22:43
by Enjay
Nash wrote:the faked radiosity
I asked Graf about that effect from Doomsday a while ago. Not that I desperately wanted it, I was more just curious as to whether it was a possibility. At the time, Graf said that he didn't like it and had no intentions of implementing it.

Re: OpenGL Doomsday - does this mean anything for GZDoom?

Posted: Mon Apr 20, 2009 7:37
by Graf Zahl
The Doomsday code is far too different from GZDoom to be able to take something from it, license issues nonwithstanding.

Re: OpenGL Doomsday - does this mean anything for GZDoom?

Posted: Tue Apr 21, 2009 17:07
by DaniJ
Incidentally, fakeradio is currently being redesigned. The original implementation required a lot preprocessing of the map geometry and did not respond well to DOOM.exe render tricks. The current implementation is now entirely dynamic and reacts much better to tricks. IMO its looking rather nice indeed in the latest release (bar a couple of known glitches due to round off errors with certain map geometry constructs) and is now beginning to look more natural.

There is still much that could be done to improve fakeradio but I've stopped work on it for now as we are planning some bigger changes that will effect it, which we can't justify working on until Doomsday 1.9.0 has been released.