Tracker: Issueshttps://tracker.dengine.net/https://tracker.dengine.net/favicon.ico?13985035312020-11-24T12:51:14ZTracker
Redmine Doomsday Engine - Bug #2436 (In Progress): Incompatibility with the new M1https://tracker.dengine.net/issues/24362020-11-24T12:51:14Zapplecrypt
<p>Just upgraded to the new Mac Mini (M1) 8GB/512GB HDD.<br />Re-downloaded Doomsday (both for stable and then unstable) but neither works properly. The game loads either version of Doom okay - but the main menu text is blurred out red. I can still use this menu so started a new game. The textures aren't working and everything looks quite plain and cartoon-like.</p>
<p>I'm using the same WADs for Doom1/2 that I've been using for years with Doomsday. So, I'm assuming this is something to do with the new M1 processors?</p>
<p>Fwiw, Doom 2 says "Missing Data Files". But, these are all the same WADs I've used for years :?</p>
<p>Hoping this helps?</p>
<p>Cheers<br />Steve</p> Doomsday Engine - Feature #2160 (Progressed): Custom screenshader support and profileshttps://tracker.dengine.net/issues/21602016-05-21T21:56:34ZNoZart
<p>Having full screenshaders to change the way the games look. Those can range from distortions like CRT-screens with phosphor bleed or "color themes" or even interactive ones like warps or pixel distortions when the player is hit.</p>
<p>Those filters, combined with settings for contrast and color should be save-able as profiles in the taskbar.</p> Doomsday Engine - Feature #1945 (Resolved): Efficient reuse of world geometry across multiple fra...https://tracker.dengine.net/issues/19452015-01-13T13:44:08Zskyjake
<p>One of the most fundamental performance problems of the old 1.x renderer is that every time the player view is drawn, world surfaces are recomputed into GL geometry. (One can see how costly this is by freezing the rendering lists.) However, many rendering techniques require rendering all or some parts of the world multiple times: VR modes draw dual views, shadow mapping requires passes from lights' point of view, reflections need several passes for dynamic cube maps, and overall most of the world remains static across frames so recomputing geometry is wasted effort.</p>
<p>In practice, geometry should be stored as a reasonably small number of static vertex buffers. We should explore if moving planes could be partially or even completely implemented similarly to skeletal animation, where certain vertices would be affected by selected transformations. The trick would be to do this efficiently only for the needed planes, and only when the planes are expected to move. (After all, it is not necessary to efficiently support for <strong>all</strong> planes to move in the map with no foreknowledge.)</p>
Benchmarking:
<ul>
<li><a class="external" href="http://www.moddb.com/games/doom-compile-project">http://www.moddb.com/games/doom-compile-project</a></li>
</ul> Doomsday Engine - Feature #1625 (Progressed): Per-pixel surface shading (bump/specular/reflection...https://tracker.dengine.net/issues/16252013-10-22T07:59:02Zskyjake
<p>Bump/Specular/Enviroment/Reflection/Procedural mapping for models/walls/flats.</p>
<p>Would greatly enhance the look of Doomsday.</p> Doomsday Engine - Feature #1623 (Progressed): Shadershttps://tracker.dengine.net/issues/16232013-10-22T07:53:57Zskyjake
<p>Support for vertex and fragment shaders for surfaces, objects, and UI.</p>
<p><code>libgui</code> already implements the basic support for shaders, and the new UI framework uses them for drawing the taskbar and other UI elements. The next step is to use them in game and map rendering.</p> Doomsday Engine - Feature #1622 (New): Vanilla depth shadinghttps://tracker.dengine.net/issues/16222013-10-22T07:46:22Zskyjake
<p>We should replicate the original games' depth shading as closely as possible.</p>
<p>In practice, the depth shading gradient could be stored in a texture that is multiplied into the other lighting. (A per-pixel shader to calculate it programmatically might be a waste of GPU time; however it shouldn't require a very complex function.)</p> Doomsday Engine - Feature #7 (Progressed): Next-gen renderer (codename "Gloom")https://tracker.dengine.net/issues/72013-10-11T09:46:44Zskyjake
<p>Doomsday's renderer in version 1.9 was fully based on OpenGL 1.4. There was no support for shaders, for instance.</p>
All the graphics code should be revised to use the libgui GL classes instead, which are OpenGL 3.3 (OpenGL ES 2) compatible. In practice, this means comprehensive changes to the entire stack of drawing routines:
<ul>
<li>OpenGL state should be managed <strong>exclusively</strong> using GLState</li>
<li>Textures and other image content should be grouped in AtlasTextures</li>
<li>Vertex data should be stored in VBOs and kept around as static data as long as possible (across multiple frames)</li>
</ul>
<p>Once the entire renderer is using libgui, we can start revising certain portions like how materials are drawn (should use shaders instead of hard-coded effects).</p> Doomsday Engine - Feature #6 (Progressed): Draw lens flares using GL2https://tracker.dengine.net/issues/62013-10-11T09:40:03Zskyjake
<p>The old lens flares & halo renderer should be replaced with one that draws the flares using the new libgui GL2 classes. A shader should be used for positioning the flares.</p> Doomsday Engine - Feature #1548 (Progressed): Multi-monitor supporthttps://tracker.dengine.net/issues/15482011-10-09T17:58:47Zznerolnohtznerolnoht@users.sourceforge.net
<p>Is Multi-Monitor support, playback of doomsday games spanning multiple monitors, possible? I have 3 monitors and it would be amazing if we could get a peripheral view on the second and third monitors. I think it would be a great feature. Please let me know if this is something you guys would add.</p>
<p>Thanks,<br />~Long time fan</p>
<p><strong>Labels:</strong> Graphics</p> Doomsday Engine - Feature #1416 (New): [Doom] Invisible "fuzz" effecthttps://tracker.dengine.net/issues/14162006-08-20T01:17:46Zpapercut2papercut2@users.sourceforge.net
<p>I thought the Fuzz effect in the original doom was<br />quite interesting, and resembled a "cloaking" type<br />thing. Unfortunately there doesn't appear to be a way<br />to bring it back.</p>
<p>Is it impossible to do with OpenGL, and Direct3d<br />rendering? If not, please bring it back!</p>
<p>If so, Is there a way to make an alternative, or<br />something that looks similar to it?</p>
<p><strong>Labels:</strong> Graphics</p> Doomsday Engine - Feature #1357 (New): [InFine] More blending modes (add/mul/inv etc)https://tracker.dengine.net/issues/13572004-08-17T00:10:42Zdanijdanij@dengine.net
<p>It would be usefull if these blending modes were made <br />available to be used with InFine objects:</p>
<p>add/mul/inv etc...</p>
<p><strong>Labels:</strong> Graphics</p>