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hq2x

Posted: Thu Jan 03, 2008 21:10
by Enjay
I know it's been suggested before, and that you (Graf) don't like it. However, I've just been playing the latest EDGE beta ( and they have added hq2x support. I have to say, it looks better than I thought it would (having played around with stand-alone programs to hq2x resize Doom sprites before). I'm still not sure whether I like it or not but it might be worth a closer look now that a Doom port has it in place.

You've probably seen the Doomworld forum thread
http://www.doomworld.com/vb/source-port ... -31-beta1/

and for those who don't know what it does
http://www.hiend3d.com/hq2x.html

Presumably there is a performance cost, or something, for using h24x rather than hq2x?

Posted: Thu Jan 03, 2008 22:04
by Graf Zahl
Sorry. hq2x is GPL therefore I can't use it. Otherwise I would have ported it from ZDoomGL.

Posted: Thu Jan 03, 2008 22:10
by Enjay
Oh well. I guess that's that then. :? I'm sure it has benfits but, from my observations as an only semi-interested end user of programs, the GPL seems to restrict more ideas than it liberates. At least in the Doom port world.

Have you looked at the EDGE mirrors code? It seems more robust/flexible from an end users POV at least. There doesn't seem to be the same kind of restrictions as required by Zdoom mirrors (which I know is much less problematic, but still present in GZDoom).