Would it be possible to do DOOM's original screen melting effect for level transitions in OpenGL?
Also, would it be possible to do the original Spectre invisibility effect in OpenGL?
These are the only two things missing in GZDoom, really.
Thanks guys.
original Doom special effects in OpenGL
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Both have been discussed before and both are problematic in hardware renderers apparently.
Personally, the screen wipe - I couldn't care less about.
The spectre effect. The original always looked like a computer effect to me. Like it wasn't there. When Heretic came out with proper translucency, to me it looked so much better and more believable (yeah, I know). The GZdoom implementation (which I believe has its roots in PRBoom?) looks great to me.
However, I can understand people wanting both of these effects for old times sake, or whatever.
Personally, the screen wipe - I couldn't care less about.
The spectre effect. The original always looked like a computer effect to me. Like it wasn't there. When Heretic came out with proper translucency, to me it looked so much better and more believable (yeah, I know). The GZdoom implementation (which I believe has its roots in PRBoom?) looks great to me.
However, I can understand people wanting both of these effects for old times sake, or whatever.
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I personally despise the screenwipes, especially during testing sessions for my mods. I usually find myself repeatedly quitting and restarting GZDoom to fix minor things with my mods, so screenwipes would slow things down a lot.
The spectre effect, though - if that could be replicated in OpenGL, that would be pretty awesome, but as it stands now I'm quite happy without it...
The spectre effect, though - if that could be replicated in OpenGL, that would be pretty awesome, but as it stands now I'm quite happy without it...
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Screen wipes: Sorry, I can't find the motivation to make a GL version of that code.
Spectres: Maybe with shaders it can be done but I don't want to rely on that and I think the current effect is the best approximation hardware rendering has to offer. And yes, thanks to PrBoom for finding the particular settings. All other GL ports I know of never got beyond a lame translucency effect.
Spectres: Maybe with shaders it can be done but I don't want to rely on that and I think the current effect is the best approximation hardware rendering has to offer. And yes, thanks to PrBoom for finding the particular settings. All other GL ports I know of never got beyond a lame translucency effect.
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