Graf Zahl wrote:To do this right you need to post-process the sprite's texture buffer. Have a look at GZDoom's SmoothEdges function. Doing such a thing works wonders.
I'll have a look to it and try to implement it on Vavoom, thanks for pointing it out
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Graf Zahl wrote:One thing that immediately put me off is that it completely ignores my preferred video settings and forces the refresh rate to 60 Hz. Are you explicitly setting the refresh rate? Most other OpenGL software recognizes that I want to use 85 Hz with 1280x1024 but Vavoom only gets to start with 60. That doesn't look nice on my monitor.
Vavoom uses the refresh rate that is set on Windows, I've got mine set to 75 Hz, with the recent changes I can't get more than 70 FPS, even when drawing the automap, performance with the new rendering methods still needs improvements, but it's not easy to get it to the best, I hope that with the time we'll improve them as much as possible
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Graf Zahl wrote:Something unrelated: I wanted to check out how Vavoom handles Hellcore's MAP09 but I can't start that WAD because I get a fatal error 'Sprite SSWV is missing rotations.'
1) Why do I get this error?
2) Why is it fatal?
I'm not sure, I'll have to check the WAD file and determine what causes it, it shouldn't be a fatal error, I'll discuss it with Janis.
Graf Zahl wrote:After editing the WAD and going to my favorite vantage point on the steeple the big disappointment sets in:
- 14 fps - second slowest of all ports after Doomsday
- HOMs galore. This map works glitch-free with all other ports I tested it in.
As I said, Vavoom's renderer is still slow, there should be a way to improve the renderer, but it's not easy to find it, if anyone has ideas on this, it would be good to hear them, lol.
dark-slayer-201 wrote:That has the old hacky ones. I meant pore the Realtime lights.
dark-slayer-201 wrote:dark-slayer-201 wrote:Very good. This is the first time I have played Vavoom. I cannot get it to use 16:9 aspect ratio though.
Is there any possibility of porting the dynamic lights into gzdoom?
GZDoom already has dynamic lights...
That has the old hacky ones. I meant pore the Realtime lights.
Vavoom doesn't yet support 16:9 aspect ratio, it might be implemented later.
As for porting dynamic lights, Vavoom's renderer it's very different from the GZDoom renderer, for starters, it's polygonal (based on the Quake renderer) while GZDoom is a slightly modified Doom renderer, I'm sure that it's possible to adapt the renderer to display shadows as the ones in Vavoom, but it might require heavy modifications.
I'm the ruler of the Fire Power.....