ZDoomGL (v1)

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ZDoomGL (v1)
Codebase ZDoom 1.18b
Developer(s) Michaël Ryssen (Kokak)
Initial release 0.01 (1999-10-15, 24 years ago)
Latest release 0.81 (2005-08-07, 18 years ago)
Development status Discontinued
Written in C++
Target Platform Windows
License Doom Source License, 3-point BSD, others

ZDoomGL (v1) was an OpenGL port of ZDoom, originally developed by Michaël Ryssen (Kokak). It introduced hardware accelerated rendering to ZDoom and various other visual improvements.


The port saw its first release on October 15, 1999 as version 0.1. It was created by incorporating the DoomGL OpenGL renderer with the then current ZDoom release, 1.18b. As such, bot support, network support and DeHackEd support was working out of the box. Being an alpha release, several things were missing. There was no menu present, nor an automap.

Kokak initially iterated quickly between releases, releasing versions 0.02, 0.03 and 0.06 before the end of October. Not only were the menu's and the map fixed, they also introduced more significant changes, such as a Quake style console, particle support, MD2 models, dynamic lighting and corona effects. In November, versions 0.08, 0.09, 0.1 and 0.11 followed under the same ZDoom 1.18b codebase, further enhancing the port with colored sectors, polyobjects, support for fog and fake bridges support as well as mouselook.

At the end of November, ZDoomGL would move to newer ZDoom versions as these released. 0.12 was based off ZDoom 1.19 and supporting transparent and translucent walls, 0.12b got based off ZDoom 1.20 and versions 0.2 and 0.2b relied on 1.21. The last release of 1999, version 0.3 dated December 22, saw ZDoomGL move to ZDoom 1.22 and implemented floor mirrors.

The year 2000 saw the start of a reduction in activity for the port, but progress still continued, more focused on iterating existing features with details and fixing bugs. Notable releases include version 0.4 which introduced support for 3dfx's Voodoo cards utilizing the MiniGL, which did not require Glide and 0.5, where the player is able to control the maximum number of lights that a model can receive. In 2001, iteration speed got further reduced: 0.6 saw the introduction of lens flare support which was followed by a string of intermediate bugfix releases, one of which implemented level of detail (LOD) support to the engine.


As 2001 progressed further, development of ZDoomGL reduced significantly, due to Kokak finding a job at UbiSoft. Version 0.66 was released on May 14, 2001 which disabled the LOD system as it was considered too unstable. The final release followed less than two weeks later as Kokak was focusing his full attention on his work at UbiSoft, as version 0.66.2 dated May 25, 2001. This version was later used as reference for a new, rewritten port by Tim "Timmie" Stump, confusingly using the same name.


  • All supported features of ZDoom 1.22
  • OpenGL 1.1 based renderer supporting:
    • Dynamic and colored lighting
    • Coronas
    • Lens flares
    • Support for 3D models in MD2 format
    • Transparent MD2 models
    • Level-of-detail support for MD2 models (Disabled in engine)
    • Floor mirrors
    • Mipmapping
  • Polyobject support
  • Scrolling textures
  • Support for high resolutions
  • Mouselook support
  • Joystick support


  • The source code to ZDoomGL 0.4b and 0.5 was released as ZDoomGLS04b.zip and ZDoomGLS05.zip.
  • The source code to ZDoomGL 0.66 and 0.66.2 was also released, but the naming was done in a rather confusing manner:
    • For 0.66 the file is named ZDoomGLS06.zip.
    • For 0.66.2 it is ZDoomGLS066.zip.

See also[edit]

External links[edit]

Source code genealogy
Based on Name Base for
DoomGL ZDoomGL (v1) ZDoomGL (v2)
ZDoom 1.18b