Bug Tracker – Bug 219

OpenGL renderer

Last modified: 2016-11-11 20:20:27 CST
Bug 219 - (ARRAY(0x5344758)) OpenGL renderer
(ARRAY(0x5344758))
OpenGL renderer
Status: ASSIGNED
Product: Odamex
Classification: Unclassified
Component: Client
(old) 0.0.1
Other All
: P2 enhancement
Depends on:
Blocks:
  Show dependency tree
 
Reported: 2006-09-26 18:16:55 CDT by Denis Lukianov
Modified: 2016-11-11 20:20 CST (History)
1 user (show)

See Also:


Attachments
flat monsters in a 3d world (ogl_hack r1509) (179.99 KB, image/png)
2006-09-26 18:19:43 CDT, Denis Lukianov
Details
denis realises that lines don't form triangle fans (190.56 KB, image/png)
2006-09-26 18:21:34 CDT, Denis Lukianov
Details
Running on Ubuntu AMD64 (ogl_hack r1654) (102.42 KB, image/png)
2006-09-30 15:06:13 CDT, Mike Lightner
Details
Flat rendering (229.31 KB, image/png)
2006-10-19 05:30:54 CDT, Denis Lukianov
Details

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Description Denis Lukianov 2006-09-26 18:16:55 CDT
This bug is here to track progress with the OpenGL renderer. I know some people hate the idea, but everyone seems to be happy with it as an option.

Currently, a basic walls-only SDL-OpenGL proof-of-concept is located in branches/ogl_hack.

I think that unless we get more good coders with spare time on their hands (or maybe even then), the OpenGL renderer is the only way to fix bug 42, bug 143, and bug 188.
Comment 1 Denis Lukianov 2006-09-26 18:19:43 CDT
Created ﷒0﷓
flat monsters in a 3d world (ogl_hack r1509)
Comment 2 Denis Lukianov 2006-09-26 18:21:34 CDT
Created ﷒0﷓
denis realises that lines don't form triangle fans
Comment 3 Mike Lightner 2006-09-27 09:57:00 CDT
Accepted "bug", changed to enhancement.
Comment 4 Mike Lightner 2006-09-30 15:06:13 CDT
Created ﷒0﷓
Running on Ubuntu AMD64 (ogl_hack r1654)

Submitted by exp[x]
Comment 5 Denis Lukianov 2006-10-19 05:30:54 CDT
Created ﷒0﷓
Flat rendering

Added glu tesselation based sector flat rendering, r1812 looks like this
Comment 6 Dr. Sean 2013-03-05 16:21:31 CST
The OpenGL renderer should probably be retooled to use the new rend32 branch since it performs clipping in camera-space rather than screen-space like vanilla Doom or prior versions of Odamex. It also uses normal perspective-divide equations to calculate screen coordinates for texturing and wall/sprite projections like most Doom OpenGL renderers.