Maes
I like big butts!

Posts: 10313
Registered: 07-06 |
Graf Zahl said:
Wasn't this also the reason why Doom on iOS had to use PrBoom's GL renderer?
Not sure about iOS, but definitively a show-stopper on JavaME platforms (again, only overridable if you used Java3D primitives, hence not full software rendering). Android ports of Doom also use the same trick, in part because there's no indexed color support in the standard Android API. Actually they use software rendering on a GL surface, which gets around this limitation...only to impose others.
|