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Thomas
Warming Up


Posts: 15
Registered: 12-03


I couldn't find any previous thread regarding this and there was no reference to it on the Doom Wiki, so I'm assuming no one here knows about this. Anyway, I was just Googling Bruce A. Lewis and glDoom and discovered a new homepage for glDoom: http://gldoom.sourceforge.net/.

Over a year ago Bruce Lewis recovered the source code to his glDoom port, updated it to compile on VC++ 2008 and uploaded it. There are some other minor changes too. I've updated the glDoom entry on the Doom Wiki to reflect this. Even though there are many 3D accelerated ports that are now superior to glDoom, I thought that some of you on here might be interested in this discovery.

Edit: He made some additional changes in the SVN repository too: http://sourceforge.net/scm/?type=svn&group_id=314491

Last edited by Thomas on 07-31-11 at 00:08

Old Post 07-31-11 00:03 #
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Gez
Why don't I have a custom title by now?!


Posts: 7046
Registered: 07-07


Wow.


What's next, RORDoom? Or maybe Strife? :p

Old Post 07-31-11 00:26 #
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natt
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Posts: 248
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Gez said:

What's next



DoomEd?

Old Post 07-31-11 01:02 #
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Ed
Senior Member


Posts: 1039
Registered: 07-01


Not sure how relevant it is now, but a nice piece of Doom history anyway. It was very exciting to see Doom in OGL for the first time.. ironically I play in software 99% of the time :\

Old Post 07-31-11 01:12 #
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natt
Junior Member


Posts: 248
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If I recall correctly, when he was actually writing this he was coming across issues with some cards not supporting textures larger than 256x256. How times have changed...

Old Post 07-31-11 03:48 #
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CODOR
Forum Regular


Posts: 771
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No reason for the GPL anymore, then? :-)

Old Post 08-01-11 20:58 #
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hex11
Senior Member


Posts: 1485
Registered: 09-09



CODOR said:
No reason for the GPL anymore, then? :-)


No, since the original linuxdoom source was still available and free for all to modify, that's all that mattered.

Old Post 08-01-11 21:53 #
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Csonicgo
This post is probably useless


Posts: 3960
Registered: 03-04



natt said:
If I recall correctly, when he was actually writing this he was coming across issues with some cards not supporting textures larger than 256x256. How times have changed...


Not really. There are common cards and chipsets that still can't support non power-of-2 textures. Yet those same chipsets I allude to can do "3D Textures" and shaders.

Old Post 08-02-11 03:57 #
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