Do you use OpenGL in Zandronum?

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Do you use OpenGL in Zandronum?

 
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RE: Do you use OpenGL in Zandronum?

#61

Post by ibm5155 » Tue Feb 17, 2015 12:45 am

Still gg compared to alt-tabbing on the middle of a demo where you dida demo_skiptics 100000000000000000 command :D
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RE: Do you use OpenGL in Zandronum?

#62

Post by Sean » Thu Feb 19, 2015 5:04 pm

ibm5155 wrote: Still gg compared to alt-tabbing on the middle of a demo where you dida demo_skiptics 100000000000000000 command :D
I've yet to see a demo that lasts over 905393 years.
Last edited by Sean on Thu Feb 19, 2015 5:04 pm, edited 1 time in total.
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RE: Do you use OpenGL in Zandronum?

#63

Post by KillStr1ke » Thu Mar 05, 2015 1:08 pm

i only use opengl to run wads that need opengl like doomz/survivalism

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RE: Do you use OpenGL in Zandronum?

#64

Post by ZZYZX » Thu Mar 05, 2015 1:46 pm

Even though Duel32 hub map stopped lagging with the new videocard, I still don't use OpenGL because I have gamma in Doom set to approximately twice as bright as normal desktop, and it keeps this overbright setting while alt-tabbing from OpenGL (but not software).

Also OpenGL can't into this:
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
Last edited by ZZYZX on Thu Mar 05, 2015 1:46 pm, edited 1 time in total.

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RE: Do you use OpenGL in Zandronum?

#65

Post by KillStr1ke » Thu Mar 05, 2015 1:58 pm

It would be great if it was possible to play with the textures like that without affecting the sprites
Last edited by KillStr1ke on Thu Mar 05, 2015 1:59 pm, edited 1 time in total.

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RE: Do you use OpenGL in Zandronum?

#66

Post by mistamontiel » Thu Mar 05, 2015 10:19 pm

In software I cannot see the ground nor the ceiling so fuck it !!!
Last edited by mistamontiel on Thu Mar 05, 2015 10:19 pm, edited 1 time in total.

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RE: Do you use OpenGL in Zandronum?

#67

Post by Filystyn » Fri Mar 06, 2015 6:19 pm

Software.

Doom with openGL can not be called doom anymore.

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RE: Do you use OpenGL in Zandronum?

#68

Post by Kara Kurt » Fri Mar 06, 2015 6:33 pm

Wtf? And why is that? So basically Skyrim with graphics enhancing mods like Enb series is not Skyrim anymore? What a spirit of deduction heh.

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RE: Do you use OpenGL in Zandronum?

#69

Post by Filystyn » Sat Mar 07, 2015 11:42 am

Kara Kurt wrote: Wtf? And why is that? So basically Skyrim with graphics enhancing mods like Enb series is not Skyrim anymore? What a spirit of deduction heh.
If it was supposed to be OpenGL than it would be allready done when it was released.

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RE: Do you use OpenGL in Zandronum?

#70

Post by Medicris » Sat Mar 07, 2015 1:06 pm

Filystyn wrote:
Kara Kurt wrote: Wtf? And why is that? So basically Skyrim with graphics enhancing mods like Enb series is not Skyrim anymore? What a spirit of deduction heh.
If it was supposed to be OpenGL than it would be allready done when it was released.
Uh. Just in case you're serious, you know a hardware-accelerated renderer was something Carmack said he wanted to see happen when the source code was released? It wasn't feasible for home computers at the time, dedicated graphics cards were scarce in households. Doom is Doom no matter what you render it in.

It's a shame Z&'s GL renderer is too far behind to have GZDoom's Software lighting mode, it looks great.
Last edited by Medicris on Sat Mar 07, 2015 1:10 pm, edited 1 time in total.

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RE: Do you use OpenGL in Zandronum?

#71

Post by Doomkid » Sat Mar 07, 2015 3:08 pm

Filystyn wrote:If it was supposed to be OpenGL than it would be allready done when it was released.
Yeah, same goes for the client/server system, 32 players simultaneously, freelook, jumping, decals, dehacked, decorate, and all WADs ever released. Source ports and wads that make it even remotely different from vanilla Doom are useless crap.
Last edited by Doomkid on Sat Mar 07, 2015 3:09 pm, edited 1 time in total.
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RE: Do you use OpenGL in Zandronum?

#72

Post by Uwe L. Bendoverson » Sat Mar 07, 2015 4:42 pm

Medicris wrote:
Filystyn wrote:
Kara Kurt wrote: Wtf? And why is that? So basically Skyrim with graphics enhancing mods like Enb series is not Skyrim anymore? What a spirit of deduction heh.
If it was supposed to be OpenGL than it would be allready done when it was released.
Uh. Just in case you're serious, you know a hardware-accelerated renderer was something Carmack said he wanted to see happen when the source code was released? It wasn't feasible for home computers at the time, dedicated graphics cards were scarce in households. Doom is Doom no matter what you render it in.

It's a shame Z&'s GL renderer is too far behind to have GZDoom's Software lighting mode, it looks great.
Besides, if OpenGL was a thing when Doom was released and could perform well, Carmack would likely have took advantage of it somehow, much like he did once Quake came along. But, alas, it was too soon (OpenGL didn't exist yet, and there were no consumer accelerators at all).

Also, Kaiser (who made Doom64 EX and Strife: VE), has proven that it's possible to make OpenGL render much the same as software did, right down to how sprite clipping is handled.
Last edited by Uwe L. Bendoverson on Sat Mar 07, 2015 4:43 pm, edited 1 time in total.
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RE: Do you use OpenGL in Zandronum?

#73

Post by guydudeperson » Sat Mar 07, 2015 7:05 pm

I use opengl only because I hate the limited free look and warping in software. Other than that software looks better so I don't use any of the fancy texture filters or dynamic lights and what not.

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RE: Do you use OpenGL in Zandronum?

#74

Post by ZZYZX » Sat Mar 07, 2015 7:14 pm

Medicris wrote:It's a shame Z&'s GL renderer is too far behind to have GZDoom's Software lighting mode, it looks great.
Well, at least Zan's GL renderer doesn't require OpenGL 3 yet, which will inevitably happen once it's not far behind from GZDoom.
Last edited by ZZYZX on Sat Mar 07, 2015 7:15 pm, edited 1 time in total.

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RE: Do you use OpenGL in Zandronum?

#75

Post by Dark-Assassin » Sat Mar 07, 2015 7:23 pm

Not unless it takes a different path from GZDoom while still retaining compatibility for major features.

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RE: Do you use OpenGL in Zandronum?

#76

Post by Medicris » Sat Mar 07, 2015 9:43 pm

Offtopic, but I do hope Z&'s GL renderer stops at GZD 1.8.10. I don't see any feasible gain for players past that, and the hiked up system requirements (though I can run them, many can't) aren't worth the supposed benefits.

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RE: Do you use OpenGL in Zandronum?

#77

Post by -Jes- » Sun Mar 08, 2015 4:13 am

doom_kid92 wrote:
Filystyn wrote:If it was supposed to be OpenGL than it would be allready done when it was released.
Yeah, same goes for the client/server system with gametic unlagged support, 64 players simultaneously, console, freelook, jumping, crouching, decals, dynlights, polyobjects, models, voxels, dehacked, decorate, ACS, and all WADs and PK3s ever released. Source ports and wads that make it even remotely different from vanilla Doom are useless crap.
You left some out, so I fixed that for you.
Last edited by -Jes- on Sun Mar 08, 2015 4:15 am, edited 1 time in total.

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RE: Do you use OpenGL in Zandronum?

#78

Post by Dark-Assassin » Sun Mar 08, 2015 6:54 am

Honestly, what's a GZDoom feature that is absolutely necessary these days?
Except for 3D models, Sloped or non FPS killing 3D Floors, Dynamic lights for maps that require it and better Voxel support. Modding wise, not stuff like Y shearing and colour quality.

Shove these in to ZDoomGL's render and there's something that's on par with GZDoom's features, but not nearly as bloated.
Last edited by Dark-Assassin on Sun Mar 08, 2015 9:04 am, edited 1 time in total.

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RE: Do you use OpenGL in Zandronum?

#79

Post by Kara Kurt » Sun Mar 08, 2015 7:32 am

Uwe L. Bendoverson wrote:
Medicris wrote:
Filystyn wrote:
Kara Kurt wrote: Wtf? And why is that? So basically Skyrim with graphics enhancing mods like Enb series is not Skyrim anymore? What a spirit of deduction heh.
If it was supposed to be OpenGL than it would be allready done when it was released.
Uh. Just in case you're serious, you know a hardware-accelerated renderer was something Carmack said he wanted to see happen when the source code was released? It wasn't feasible for home computers at the time, dedicated graphics cards were scarce in households. Doom is Doom no matter what you render it in.

It's a shame Z&'s GL renderer is too far behind to have GZDoom's Software lighting mode, it looks great.
Besides, if OpenGL was a thing when Doom was released and could perform well, Carmack would likely have took advantage of it somehow, much like he did once Quake came along. But, alas, it was too soon (OpenGL didn't exist yet, and there were no consumer accelerators at all).

Also, Kaiser (who made Doom64 EX and Strife: VE), has proven that it's possible to make OpenGL render much the same as software did, right down to how sprite clipping is handled.
Exactly!

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RE: Do you use OpenGL in Zandronum?

#80

Post by Filystyn » Sun Mar 08, 2015 8:29 am

Medicris wrote:
Filystyn wrote:
Kara Kurt wrote: Wtf? And why is that? So basically Skyrim with graphics enhancing mods like Enb series is not Skyrim anymore? What a spirit of deduction heh.
If it was supposed to be OpenGL than it would be allready done when it was released.
Uh. Just in case you're serious, you know a hardware-accelerated renderer was something Carmack said he wanted to see happen when the source code was released? It wasn't feasible for home computers at the time, dedicated graphics cards were scarce in households. Doom is Doom no matter what you render it in.

It's a shame Z&'s GL renderer is too far behind to have GZDoom's Software lighting mode, it looks great.
I have a good computer still it's impossible for it to handle OpenGL.
OpenGL was never meant for avarage graphics cards. Even now after 20 years doom exist.

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