eiUACei
Newbie
Posts: 7
Registered: 06-11 |
Wagi said:
1) Curving the sky into a sphere, even if the sky is composed of mountains.
That's very hard to notice. I can't remember a single wad where mountains are that tall.
And it is nothing comared to what software renderer does to skies:
1) It streches skies on left and right sides of screen. OpenGL does not re-strech skies as you turn.
2) When freelook is needed software renderer must either tile the sky or stretch it vertically.
But in OpenGL the sky is almost not stretched.
Wagi said:
I'm not bothered by software's freelook because
1) The "stretching effect" is barely noticable at Heretic/Hexen's original freelook limits.
2) There is rarely a reason to look up/down that far in Doom engine games, and even then vertical hitscans are buggy, so what's the point?
1) IMHO no. Unlike OpenGL sky distortion. Max freelook in software makes me want to immediately switch to GL. Better seen on very tall architecture like MAP15.
2) The point is to be less annoyed because of limits. Trying to look down deep pit or on monsters in some tall building makes player change his position even though nothing obstructs the view. The more cramped and tall the level is, the more noticeable the freelook limit and distortion get.
Graf Zahl said:
Despite many claims to the contrary, there is no 'right' way to play Doom. What does constitute proper lighting? Even the software renderer's was subject to the gamma correction feature - and that had much more severe effects than OpenGL - so anyone stating that there's precisely one correct way for Doom to look is flat out wrong
Almost any graphical setting which affects color may be abused to break the look of map. This includes port settings, OS settings and display settings. What I mean by "right" rendering is how a map was intended to look but now I get it: sometimes the "wrong" way is more beautiful than what was intended. But sometimes not. I feel like software rendering is generally better for small, cramped maps and OpenGL is better for huge open ones.
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