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 Post subject: Software Renderer Update
PostPosted: Sat Jun 30, 2012 10:58 pm 
XL Engine Developer / Site Admin
XL Engine Developer / Site Admin

Joined: Thu Apr 14, 2011 4:05 pm
Posts: 589
So I've been finishing up the software renderer so I can get the exteriors refactored in and get this release done.

For the renderer, I've been using it to make sure my rendering and values are matching up with vanilla Daggerfall. To this end I've implemented 8-bit mode will colormap support, flats/sprites are back and the player light. I've also tuned the FOV, fogging and light falloff. Here are a couple of screenshots of all this in action:

thumbnail thumbnail thumbnail

These screenshots are taken from the XL Engine, running the software renderer in 8-bit 320x200 mode. Of course 8-bit supports all the resolutions that 32-bit mode supports as well.


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 Post subject: Re: Software Renderer Update
PostPosted: Sun Jul 01, 2012 1:34 am 
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Joined: Fri Apr 15, 2011 10:46 am
Posts: 489
Location: Moscow, Russia
Wow, I bet we could even make a "find 10 differences" game with those screens and vanilla ones ;)


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 Post subject: Re: Software Renderer Update
PostPosted: Sun Jul 01, 2012 2:37 am 
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Joined: Tue Apr 19, 2011 12:35 pm
Posts: 298
Location: Oberhausen, Germany
Excellent job! To me it looks exactly like vanilla DF...
I'm looking forward to the scripting and support of user files (3d-models, sounds...) so much :mrgreen:

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 Post subject: Re: Software Renderer Update
PostPosted: Sun Jul 01, 2012 1:06 pm 
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Joined: Mon Apr 18, 2011 12:44 pm
Posts: 72
smexy and nostalgic.

God, these updates are reminding me of how much I want DXL to be a viable Dosbox alternative.

My excitement is uncontainable. My big hope is that once we get tools and such, people will do great things with the XL engine like they do with Zdoom/Eduke.


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