but i heard theres missing stuff in opengl rendererIt's already a miracle that we can do proper widescreen software rendering at the correct aspect ratio. And if you're gonna play ringslinger (so, in first-person view, the only view where you'd really wanna care about FOV), there ain't no way you'll be playing with software rendering, not with those warped perspectives.
then why is it locked any wayyou can still set your fov in software, but you need the console for it since the setting in the menu is guarded by an opengl check. the cvar you want to set isfov
, default is 90.
because 2.1 only supported changing fov in opengl - support for software was added at some point in 2.2 but the setting has remained in the opengl settings for some reason.then why is it locked any way
i thought doom engine was a raycaster, and any type of 3d is 3d, you wouldnt call orthographic view 2d, just because its outdated or different than other ways doesnt mean its not 3d, the special stages in sonic blast 3d (genesis) dont actually use 3d things but it still looks 3d, doom is 3d, theres a y axis (up n down) (or z axis, i usually call up n down the y axis)Something to keep in mind about software is that in the Doom Engine, this is not true 3D. It's 2D using some display techniques to pretend that it's 3D. This is why if you enable looking up and down there's distortion. OGL is true 3D, so the issues that arise from software mode don't exist for it.
As of the current version, OGL doesn't have support for some visual effects that work in software, but it's still generally fine to use. Ultimately you're having to make sacrifices either way, so it's just a matter of getting to know what you're gaining and losing with either renderer and deciding for yourself what's more important to you.
It would be too lengthy for me to explain the visual trickery that the Doom engine uses to make a 2D game look 3D, so I'll provide this as a reference. In short however, the stages are actually 2D maps with a top down view, and the player's position and which direction they are looking in determines how the screen will render what should be in their field of view. This is a big part of why it was so challenging to get real slopes working in SRB2. Originally up and down did not exist, only left and right, forward and back. Modifications to the engine such as GZDoom and SRB2 have managed to find ways to get interactive up and down mechanics working, but the stages are still flat 2D maps using visual trickery to appear like 3D environments while running in the software renderer. The renderer doesn't know what to do properly when you look up and down because of the fact that it's faking the 3D appearance, so there's a rather severe distortion that occurs when you do so.i thought doom engine was a raycaster, and any type of 3d is 3d, you wouldnt call orthographic view 2d, just because its outdated or different than other ways doesnt mean its not 3d, the special stages in sonic blast 3d (genesis) dont actually use 3d things but it still looks 3d, doom is 3d, theres a y axis (up n down) (or z axis, i usually call up n down the y axis)
also i stopped using opengl because the sprites looked flat looking up and down and i didnt want to use models yet because there werent any good low poly and srb2 like sprites yet (still no logan mccloud srb2 2.2 models ): at this point 2.3 might be out before them), and also because there were missing things i heard