(The most obnoxious example I recall was in 2014ish when the 90's SNK arcade run-and-gun Metal Slug got ported to Steam, but did not support XP. It's really irritating to see such attitudes involving old games, too, such as DooM. #GZDOOM OPENGL ERROR WINDOWS#I've had the displeasure of seeing people like that well before Microsoft ended support for Windows XP, but as soon as tech journalists began trumpeting the "death" of the OS it seemed like they turned out in droves. People like that Rachael admin are a massive turnoff. #GZDOOM OPENGL ERROR CODE#Right now i'm in deep shit and if i manage to get out of this really bad situation who knows, i want to continue with LZDoom and after all the code for both is very similar (right now everything goes thru legacy first).Yikes!, some of those folks over there need to put their arrogance in check I don't know what will happen, but the last release it's already hacky with missing stuff and i think we're pushing it too far. #GZDOOM OPENGL ERROR UPDATE#It's here: Ībout the vintage build itself i'm going to release a 3.8.1 update very soon and then a new LZDoom version. #GZDOOM OPENGL ERROR SOFTWARE#You could use LZDoom since it has a "pure" software renderer and should run well on the Pi. RaspZDoom is entirely based on the vintage build and right now they're pretty much the same. However the software renderer has problems and it's suffering from lack of maintenance (some areas of the code are a bit obscure it seems). Seems Erick194 even made shaders work on GL 2. You'd "just" need to detach the hardware renderer and bring back the legacy backend for software, and ignore the ton of unsupported features. But would that really be even doable after somewhat merging both renderers? I doubt it.Įdit: actually a software renderer based on GL 2 is not a bad idea at all, D3D11 what for? I already thought about it but i forgot. I'd rather create a D3D11 backend but i can't do it, and i don't think it would be very popular. What you're asking here for is a new ZDoom but only on GL without a hardware renderer. Then the software renderer would need to be run on a GL 2.x backend but now it requires 3.3 as well.
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