Notes |
|
(0003958)
|
Alien
|
2012-07-13 20:00
|
|
Developing better rendering for 3d models would be well spent... It will give the same effect, but better. |
|
|
(0003959)
|
ZzZombo
|
2012-07-14 00:49
(edited on: 2012-07-16 04:53) |
|
Wrong! Creating 3D models rather difficult than voxels.
|
|
|
(0003983)
|
Dusk
|
2012-07-15 10:06
|
|
In this changeset, ZDoom moved voxels to trunk.
It seems to be a pretty big thing, but I don't think it's impossible to backport, seeing most of the code seems to be separated in functions and whatnot. But it might also use new renderer methods Zandronum hasn't gotten yet so that might ruin things. :P
That's just a quick analysis. I haven't actually done anything other than quickly checking out the diffs. |
|
|
(0004007)
|
Tosen
|
2012-07-17 01:20
|
|
I fully support these because voxels look way better than 3d models. |
|
|
|
Quote from Dusk It seems to be a pretty big thing, but I don't think it's impossible to backport, seeing most of the code seems to be separated in functions and whatnot.
I started to look at it and noticed that it seems to rely on ZDoom's updated resource management that Zandronum doesn't have yet. So it's better if we wait with this till we upgraded more of our ZDoom base. |
|
|
(0004332)
|
Devon
|
2012-08-09 09:09
|
|
Voxels would be a great thing to have for most mods, they look rather... cool. I support this |
|
|
|
Doom voxels are simple and uggly, but they fit software render doom part...
I would prefer a better light/shadow system but that would require graf (and it would return NO)...
off: since EDGE got MD5 support, can zanzan support it too? (idk if you guys are only porting zdoom only features and not from other ports :S) |
|
|
|
It's weird that Voxel is still not supported by OGL, but here's the thing:
Leave Voxels Software-Renderer exclusive, 3D Models OGL-exclusive, keep things this way until a proper Voxel support for OGL pops up! Or so I think. |
|
|
(0012179)
|
Dusk
|
2015-04-28 16:10
|
|
The OpenGL renderer converts voxels to models so those are supported. |
|
|
|
|
|
|
Well, Dusk, there's that problem, OGL Voxel2Model is still unreliable due to the problems it causes, and this is the main reason that Voxels are still out of Zandronum. The only workaround I can think of it is that Voxels becomes a software-only perk until the issue has been dealt with. |
|
|
(0012189)
|
Dusk
|
2015-04-30 09:56
|
|
|
|
|
I believe you're misunderstanding, Tsukiyomaru0. Zandronum did not port voxels yet because:
1) voxels are available from zdoom 2.6, zandronum 2.0 is at zdoom 2.5;
2) merging the code out of sequence is not worth it.
The OGL Voxel2Model "unreliability" has nothing to do with it.
Zandronum 3.0 will have voxels, because the code will be upgraded to at least zdoom 2.6.1.
|
|
|
|
Oh, thanks for clearing it up, Ed! :D
So, it is simply that... Now I'm pumped! I want to help in testing those developments when they come around! |
|
|
(0012224)
|
Arco
|
2015-05-09 22:44
|
|
|