![]() The reason I removed GL2.x compatibility is not because it was too slow but because the code just became too cumbersome, the entire fixed function render path for these old cards has become a huge clusterfuck that constantly got in the way of a clean implementation, mostly because the shader syntax was changed for GL 3.x and all the good features were not available on the older one. I won't do it and that's the end of the story. That hasn't you want to keep the old code, find someone who maintains it. *This complaint only really works if ZDoom suddenly removed its software renderer. As it is presently the present as of right now, that indeed made it possible to use a modern API that exists currently as of the current time we are in. VBOs are the fastest option going forward, so the pipeline was changed to accommodate that. As such, the rules should be whatever is the sanest, fastest option to accommodate the growing complexity of maps. Thing is, Doom isn't even made for OpenGL*, and thus there is no such standard for how to do a GL interface for it. ![]() ![]() This has been argued until people have been blue in the face. I still have some older rigs sitting around with OpenGL 2.1-capable cards that run everything very well on 1.8. We're talking about something that's had the same general performance and feature set for several years, and ran at stable FPS on such hardware until the sudden change in requirement for GZDoom 2.1. StrikerMan780 wrote:Except we're not dealing with something released in 2015.
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