Thomas Posted July 30, 2011 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 0 Share this post Link to post
Gez Posted July 30, 2011 Wow. What's next, RORDoom? Or maybe Strife? :p 0 Share this post Link to post
Ed Posted July 31, 2011 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 :\ 0 Share this post Link to post
natt Posted July 31, 2011 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... 0 Share this post Link to post
hex11 Posted August 1, 2011 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. 0 Share this post Link to post
Csonicgo Posted August 2, 2011 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. 0 Share this post Link to post