Doom Retro renderers
Doom retro Config file:
DR has 3 renders, if someone wants to argue about that, i advice downloading said SP, and checking it yourself, before spreading missinformation (@Bradharding). —The preceding unsigned comment was added by Aaron03071991 (talk • contribs) .
- Brad Harding is Doom Retro's developer - I'd think he knows best. --Xymph (talk) 16:17, 25 October 2019 (CDT)
"A highly optimized 256-color software renderer, scaled up onto the screen using hardware acceleration with the OpenGL or Direct3D APIs." - From his own DR wiki site. So, it uses OGL \ D3D acceleration. —The preceding unsigned comment was added by Aaron03071991 (talk • contribs) .
- I think the disagreement here is over what presence of those APIs on the Comparison page is established to mean. For the other ports so listed, they are indicating support for a true 3D renderer; ie., drawing the game world as polygons rather than as columns and spans. 2D-in-3D (or "render to texture" as it is also called) is not included there so far. --Quasar (talk) 19:41, 25 October 2019 (CDT)
False advertising then? Nah, i dont care, saw lack of info about Vulkan in GZDoom, OGL and D3D in DR, i put that info in place, you re-edit it (for me its still missleading info), EOT. Have a nice day \ night. —The preceding unsigned comment was added by Aaron03071991 (talk • contribs) .
- When an edit is reverted, re-applying it and hoping it'll stick this time is usually not the most effective road forward. Bringing up the rejection with your above arguments on the talk page of Brad or the comparison article (rather than this somewhat arbitrary IP page) could have cleared this up with less frustration (which I do understand now). --Xymph (talk) 03:03, 26 October 2019 (CDT)
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