ZDoomGL v0.75
==============================

Requirements:
- OpenGL capable 3D video card
- Windows 95/98/ME/NT/2k/XP


New Console Variables
==============================

gl_automap_dukestyle [0/1][1] - controls whether or not to draw the automap in the same sort of style as Duke3D.
gl_clear [0/1][0] - controls whether or not to clear the framebuffer after each frame.  Off by default.
gl_vid_bitdepth [16/32][16] - controls the colordepth for OpenGL.  No more changing the config file anytime you want to switch between ZDoom and ZDoomGL!
gl_vid_refresh [0..150+][0] - force a specific refresh rate for fullscreen mode, or use 0 to let ZDoomGL choose the refresh rate for you (the highest Windows reports is available)
gl_vid_vsync [0/1] - toggle vsync on or off.
gl_wireframe [0/1][0] - toggle between wireframe rendering and solid rendering.  Handy for debugging maps.
gl_depthfog [0/1][1] - toggles depth-queued fog on and off.  Some older cards have problems with OpenGL fog, so if it looks bad, turn it off.
gl_depthfog_multiplier [0..1.0+][0.6] - controls the depthfog falloff.  0.0 would be no fog, 1.0 is the full calculated density (and 2.0 would be twice the density).  Tweak this until you find the range you like best.
gl_texture_mode [-string-][GL_LINEAR_MIPMAP_LINEAR] - controls filtering/mipmapping for the textures.  Valid values are "GL_NEAREST", "GL_LINEAR", "GL_NEAREST_MIPMAP_NEAREST", "GL_LINEAR_MIPMAP_NEAREST", "GL_NEAREST_MIPMAP_LINEAR", and "GL_LINEAR_MIPMAP_LINEAR".
gl_texture_anisotropic [0/1][0] - toggles anisotropic texturing on/off if your video card supports it
gl_texture_anisotropy_degree [1.0..2.0][1.0] - controls the degree of the anisotropic filter (2.0 for best results, 1.0 for GL_LINEAR_MIPMAP_LINEAR results).
gl_texture_color_multiplier [0..2.0+][1.0] - controls the contrast of the textures (seperate from the gamma control).
gl_texture_format [-string-][GL_RGB5_A1] - controls internal texture format.  Valid values are "GL_RGBA2", "GL_RGBA4", "GL_RGBA8" (best quality), "GL_RGB5_A1" (default), "GL_LUMINANCE", "GL_ALPHA", "GL_INTENSITY", and "GL_S3TC".
gl_texture_usehires [0/1][1] - toggles use of hires textures
gl_texture [0/1][1] - toggles texturing on/off
gl_billboard_mode [1/2][2] - controls the billboarding of sprites.  2 is aligned in x/y axis and 1 is aligned only in the y axis.
gl_line_smooth [0/1][1] - controls line antialiasing. 1 is on, 0 is off.
gl_sky_detail [1..10+][5] - sky detail.  Higher numbers increase detail in sky.  Between 5 and 10 gives nice results.
gl_show_frameinfo [0/1][0] - toggles polycount for each frame.  Sprites are not counted right now.
gl_show_walltype [0/1][0] - toggles whether or not to show the seperate components of walls (top/mid/bottom).
gl_particles_additive [0/1][1] - toggles whether or not particles are rendered with additive blending.
gl_particles_grow [0/1][1] - particles grow over time.
gl_sprite_clip_to_floor [0/1][1] - toggles whether or not to adjust the sprite height before offsets are added to the floor (so it doesn't clip into the floor).
gl_sprite_precache [0/1][1] - precache sprite frames when loading maps.  It can be a bit time consuming, so you can turn it off if you want.
gl_texture_hqresize [0/1/2] - uses the hq2x/hq4x filters from www.hiend3d.com to resample the images (hires images are not filtered).  0 disables it, 1 uses 2x, 2 uses 4x.
gl_weapon [0/1][1] - toggles player weapon on/off
gl_draw_sky [0/1][1] - toggles sky on/off
gl_draw_decals [0/1][1] - toggles decals on/off
gl_blend_animations [0/1][1] - toggles flat animation blending on/off.
vid_renderer [0/1][0] - 0 is software (zdoom) rendering, 1 is opengl (zdoomgl) rendering.
vid_restart - console command, restarts current renderer (useful for switching bitdepths mid-game)


April 24, 2004
==============================

- *sigh*, I guess I should update this...
- updated to 2.0.63.
- fixed a bug with transparent colors on a solid wall actually being transparent instead of just showing up black.
- dukestyle automap is disabled by default since there's still some problems with it.
- removed a bunch of redundant clipper checks.
- omg, found a free msi generator package, so I can make a real installer ;)
- released 0.75.


March 14, 2004
==============================

- minor change to the midtexture alignments.  I was treating one-sided lines the same as two sided if there was any transparency on the texture.  Fixes some alignments on Eternal3 MAP28.
- readded automatic check for .gwa files.  glbsp-generated GL-node information is still the way to go, since the internal nodebuilder may cause some problems on certain maps.  It adds the .gwa if present and uses the internal nodebuilder if there's none.
- added a cvar to control the autoloading .gwa files since I'm sure people will complain: gl_wad_autoaddgwa (0/1, default on) :)


March 13, 2004
==============================

- minor change to the wall drawing.  The actual seg lightlevel is used for the fog calculations now rather than the front sector lightlevel.
- polysegs shouldn't mask above/below themselves like normal segs.
- only mask above/below walls if the frontsector floor/ceiling is sky.


March 12, 2004
==============================

- got rid of the 1-bit alpha channel texture formats.  The supported formats (gl_texture_format) are now GL_ALPHA, GL_RGBA4 (16 bit), GL_RGBA8 (32 bit), GL_S3TC, and GL_INTENSITY.
- brought back the 1-bit alpha channel formats, but added a keyword for forcing a defined texture in the HIRESTEX lump to be 32 bit (force32bit, surprisingly enough).  Usage is now "define MYTEX <force32bit> W H".  This is most useful for using PNG's or TGA's with alpha channels (see zdoomgl.wad for samples).
- added the "gl_particle_grow" cvar to toggle the particle growing stuff.


March 11, 2004
==============================

- with a bit of help from the Legacy sourcecode, I cleared up the last of the misalignments of two sided lines.
- fixed a bug in the floor/ceiling texture offset code.  It was always using a width/height of 64 for calculating the texture coordinates rather than the actual width/height of the texture.
- fixed another bug with scaled texture alignments.


March 8, 2004
==============================

- at long last!  Texture alignments appear to be near 100% :)  There's one place on kzdoom7 where the alignment is a few pixels too high, but I'll take it.
- whoops, I wasn't drawing the sky for skyboxes even if they used it...


March 7, 2004
==============================

- yay, mid textures look perfect on slopes, now on to top/bottom textures!


March 6, 2004
==============================

- bleh, being sick sucks.
- after a bit of a brainwave, started rewriting the texture coordinate calculations for walls.  Already had more success than before in dealing with slopes.


March 3, 2004
==============================

- readded the fix for masking above and below lines so geometry behind them can't be seen above (like in DOOM2 MAP12).  Enable/disable this with the "gl_mask_walls" cvar.


March 1, 2004
==============================

- whoops, I wasn't using the correct floor/ceiling light levels for the floor/ceilings.  I was just using the sector lightlevel instead of the transferred levels (even though I was getting them).
- fixed a little bug in the clipper that could allow extra geometry to show that should otherwise be clipped.


February 29, 2004
==============================

- whoa, leap year!
- finished up the texture management.  It hardly shows up in the profiler at all, anymore :)
- reworked the subsector frustum checks so the bounding box is calculated when the subsector geometry is calculated rather than everytime the subsector is checked against the frustum.
- fixed a problem with the defined textures (wasn't properly null terminating the name for some reason).


February 27, 2004
==============================

- got in contact with Graham Jackson (of Risen3D fame).  Hopefully we'll have some sharing of ideas happen :)
- started rewriting the texture management again.  Now I just add a bit of extra information to each texture in ZDoom's texture manager rather than keeping a whole seperate list.  Should be a bit more efficient.
- downloaded AMD's CodeAnalyst profiler since MS's profiler that comes with Visual Studio isn't that great.


February 13, 2004
==============================

- fixed the dukestyle automap.  It's much more reliable now, although follow mode still sucks horribly...
- the OpenGL menu makes it's comeback.


February 13, 2004
==============================

- fixed shader rotations on flats.  They now happen around the center of the sector.
- heh, forgot to carry over the mode switching changes.  Switching fullscreen sizes would cause the screen to be centered funny...
- omg, wife's birthday!  Yay!


February 12, 2004
==============================

- well, after a full reinstall of everything, I finally got around to updating to 2.0.63 (so make sure to grab zdoomgl_support.zip again if you haven't got ZDoom 2.0.63 yet).
- fixed a bug with the decals (decals on masked/translucent walls would be drawn during the initial pass rather than on the second pass with the actual wall).


February 9, 2004
==============================

- ah, decent optimization to the mirrors (or, rather, fixing a problem I caused).  I readded the check to make sure the mirror seg is visible before adding it to the list.


February 8, 2004
==============================

- updated to ZDoom 2.0.62 along with more cleanup to make the transition even easier next time (make sure to grab zdoomgl_support.zip again unless you already grabbed ZDoom 2.0.62).
- more small tweaks to shaders (disable alpha func after first layer).
- oops, didn't turn off the wip fog boundary stuff, so you'd get some funny effects like solid walls when there shouldn't be.
- small optimization to the renderer to avoid a bunch of extraneous shader lookups.


February 5, 2004
==============================

- disable fog for additive shader layers.
- fixed a bug when loading defined textures (in the HIRES lump) where it'd overwrite the name of the default -noflat- texture so the -noflat- texture would show up as the last remapped texture.
- fixed a little bug where it would print out an error message that a texture couldn't be found when loading defined textures.


February 3, 2004
==============================

- reworked the GL node loading so it works again (and should continue working for the foreseeable future since it's seperated a bit better from the other map setup stuff).
- added support for Vavoom's glvis information (GL_PVS lump).


February 1, 2004
==============================

- changed shaders to use the first layer as a mask for subsequent layers.
- fixed some potential crashes in shader parser (mostly for when the cycle type was missing in the color and alpha selectors).


January 29, 2004
==============================

- started working on clipping decals to segs properly...
- started adding support for vertex programs (just adding billboarded sprites on the card for now).


January 28, 2004
==============================

- ah, finally tracked down a funny bug with polyobjects.  I was clipping the containing subsector for the polyobject, which was bad since it shouldn't be drawn at all.
- hmm, I need to optimize texture loading a bit, I think.  The little movie in the intro for Daedalus really kills the framerate, especially with the hqresize stuff enabled.
- a funny clipping bug with mirrors has popped up, although it's not too serious.    Some funny stuff happens in void.wad in certain areas, though.
- addendum to above: heh, looks like it's a bug with void.wad, so I'm not going to worry too much about it.
- fixed a double texture purge when switching renderers.


January 25, 2004
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- add some simple luminance noise to hq2x/hq4x filtered images to help break up the large areas of color (2D objects aren't affected, though, just flats/walls).


January 24, 2004
==============================

- ahh, we (meaning Maxim) finally tracked down the bug that was causing the errors with the hq2x/hq4x filters.  The floating point registers needed to be reset after using the MMX calculations.  Adding __asm emms to the end of those functions cleared it right up :)
- updated to ZDoom 2.0.61 (man, it's much easier to update now that I've redone the 2D part to work more closely with the existing software engine.  Only took me an hour!).


January 14, 2004
==============================

- haha, more neglect!
- I've been trying to add the hq2x/hq4x filters from www.hiend3d.com, but so far it's not working.  I can't see what's wrong with the code, either =/
- optimization to the masked seg/sprite drawer to use a quicksort to depthsort the segs and sprites instead of just a linked list.  Makes a reasonable difference in helmsdeep.wad and nuts.wad!


January 2, 2004
==============================

- more fixes/optimizations to both the bsp and non-bsp renderer (all clipper related).
- hmm, apparently you can use animated textures for skies.  Not sure if you can in ZDoom, but ZDoomGL handles it fine...


December 29, 2003
==============================

- ahh, Christmas :)
- fixed some potential issues with the switchable renderer.
- added the gl_vid_allowsoftware cvar (0/1) to allow using generic OpenGL renderers (ie: software OpenGL).  If you select a mode that isn't accelerated (and aren't allowing software formats), it now falls back to the regular ZDoom renderer rather than exiting ZDoomGL.
- fixed waggling floor/ceiling sectors (weren't being marked as moving, so the geometry wasn't being updated).


December 13, 2003
==============================

- more work on the non-bsp renderer.  I think I'm going to switch over to the non-bsp approach since it really does away with lots of little problems.  Still the odd subsector not getting drawn, though, but at least now I know exactly where that's coming from.


December 12, 2003
==============================

- finally figured out why geometry was getting cut out on some maps.  I now collect the subsectors in the view frustum and then sort them by distance before clipping them.  Now I just have to speed the process up :)


December 11, 2003
==============================

- updated to 2.0.60.
- fixed some wall drawing bugs (potentially clipping against translucent lines, one-sided lines could be translucent, etc).


December 8, 2003
==============================

- whoops, I've been neglecting this again...
- updated to 2.0.59.
- cleaned up the 2D texture drawing a bit (fonts, hud, etc).
- fixed a bug in the vid_restart ccmd.
- fixed toptexture alignment.


October 16, 2003
==============================

- well, bit of a holiday there.  A week of business meetings and then Thanksgiving (in Canada) does that to ya :)
- got a new work machine with a Geforce FX (5600) so I can finally think about adding support for vertex/fragment shaders.
- added the wall-lighting effect to more closely simulate the look of the software engine.
- compatibility field of the shaders actually works now.
- reworked the per-node frustum culling/clipping to give a bit of a speedup.
- fixed potential crash in the text renderer.
- just a note: using "block transfer" for the buffer flipping mode on nvidia cards breaks screenshots in fullscreen mode.


October 5, 2003
==============================

- match the display bitdepth to the desktop bitdepth if not in fullscreen mode.  Screenshots taken in a 32bit desktop with a bitdepth of 16bits now work properly (since it ends up running in 32bit mode).
- initialize the sectorMoving tracker for the current map even if using the software engine.  Starting a new game in software mode would crash when opening a door/lift started/sector raised/lowered.
- savegames/crash reports list correct IWAD now.  Note that this breaks old zdoomgl savegames since they list the wrong IWAD internally :(


October 3, 2003
==============================

- fixed another potential crash when drawing 2D backgrounds.


October 2, 2003
==============================

- fixed funky texture when a defined texture isn't found (uses a blank white texture now).
- changed sprite loading to not scale the image (unless it's bigger than the max texture size), so the sprites should look nice again.


October 1, 2003
==============================

- changed the format of HIRESTEX lump to allow two types of entries:  remaps ("remap ORIGTEX NEWTEX") and definitions ("define MYTEX 256 256").  This allows you to use hires textures that aren't attached to a Doom texture.
- added a per-node frustum check for the BSP traversal.  This allows me to not add segs not in the frustum to the clipper, which was causing the "huge chunks of my map don't render!" bug.  In some places it's faster and in others not as fast =/
- fixed the "messed up textures in hexen when cleared" bug (ie: map02 when that big head talks to you and then vanishes).
- hmm, looks like that "chunks of map not rendering" bug still isn't entirely gone (it is better, though) =/
- fixed gamma control (Gamma cvar works again).
- moved environment map (for mirrors) into zdoomgl.wad, taking advantage of this new hires texture functionality.  Should make it easier to make custom environment maps now (just import hires texture into a lump called "ENVTEX").
- fixed a bug with displaying the titlepic.  I have no idea why it wasn't crashing for everybody!


September 23, 2003
==============================

- Duke3D style automap is mostly working (gl_automap_dukestyle 1).  Non-follow mode in the map is kinda messed up, but the rest should work.


September 21, 2003
==============================

- added support for loading hi-res textures from lumps.
- decals are back :)


September 19, 2003
==============================

- been messing with the new sky stuff in a test app, so not too many changes to ZDoomGL right now.
- gl_wireframe doesn't save anymore while gl_texture_usehires, gl_depthfog and gl_depthfog_multiplier can all be set per game now (different settings in Doom/Heretic/Hexen).


September 15, 2003
==============================

- not too many changes, just thinking about future features :)
- made gl_wireframe, gl_depthfog and gl_depthfog_multiplier server-side cvars.


September 9, 2003
==============================

- changed around some stuff with the shader syntax to allow for sin/cos/linear cycling of alpha/color/vector.


September 7, 2003
==============================

- fixed a crash when loading Doom2 map27.


September 6, 2003
==============================

- made SHADERS cumulative (don't need to copy defaults to your wad).  So now people can make SHADER wads more easily :)
- fixed subtract blend mode.
- fixed some problems with layered skies/doublesky.  Hmm, does doublesky only apply to sky1 and not sky2?
- added new parameter for shaders: compatibility (values are "hardware", "software", and the default "any").  This is so you can define different shaders for the different renderers.
- don't blend animations on masked textures.


September 4, 2003
==============================

- fixed up the shaders some more, adding color/alpha cycling (color2/alpha2 define the secondary color, and colorCycle/alphaCycle define the seconds to complete the transition)


September 3, 2003
==============================

- fixed blending for shaders.
- added alpha value for shader layers ("alpha 1.0").
- added color value for shader layers ("color 1.0 1.0 1.0").
- changed the blending keywords to "add", "multiply" and "subtract".


September 3, 2003
==============================

- after a lengthy vacation, back to work :)
- got rid of some redundant checks in the clipper.
- started working on the shader system (I'm going to try to get at least a crippled version into 0.75).
- fixed stencil masking of walls for skyboxes.


August 18, 2003
==============================

- temp fix for oscillating animations (just default everything to ANIM_Forward).


August 15, 2003
==============================

- GL node information is being loaded again (forgot I forced the nodebuild even if GL node info was found).
- load PartnerSeg information from GL node information so I can freely use that information now.
- fixed a crash in the texture list when switching modes (wasn't clearing the working texture properly).
- started experimenting with a non-bsp renderer using PartnerSegs.


August 14, 2003
==============================

- finished up the multitexturing code for blended animations (with some help from Jaakko Keranen).  With multitexturing on, blending works on semi-transparent walls now.  Plus, when there's lots of animated textures you save a few fps :)
- the sky isn't drawn if it's not currently visible anymore (which is good because it really eats up the fillrate).


August 10, 2003
==============================

- fixed player setup translation (color sliders work).
- fixed a problem with the self-modifying code.  It should work in Win9x/ME again.
- got rid of the gl_clear cvar.  It's not really needed now since I clear the screen to the sky average color now (so I don't have to draw the color later).
- optimized the sky a bunch more.  Now it uses fixed point math instead of floating point.  For some reason you still lose a decent number of fps when drawing the sky, though =/


August 8, 2003
==============================

- added a menu option for the texture filtering mode.
- started a for-fun thing to attempt to automagically convert Doom 1.9 demos to the ZDoom demo format for proper playback.  We'll see how that goes, and it's not a priority of mine :)
- scripted translations work again, although I have to pass the image through the fugly resizer (to power of 2) instead of the nicer one that normal textures use for performance reasons (you'd notice a framerate hit on zort09).


August 7, 2003
==============================

- new geometry path is virtually complete.  Just have to make sure to recalculate the seg when the texture changes, otherwise the new texture gets the old ones texture coordinates.
- hmm, found a funny bug with the animation blending.  It crashes in a release build, but is fine in a debug build (and it doesn't crash all the time, either, just sometimes).
- fixed the animation blending.  I think my post-build process started corrupting exe or something, but it seems fine now.
- Boom-style colormaps work again.
- decals are disabled for the time being (the way I was handling them before doesn't work anymore).


August 5, 2003
==============================

- got a fix from Randy for the polyobjects, so it's using the new speedier method.  Maps with polyobjects should load a bit faster now.
- applied fix from Randy for that "clearepisodes" thing.
- mostly done new geometry path.  I'm going to change it so the top/left offsets for walls are applied with the texture matrix rather than calculating them directly so I only have to update the geometry when a sector changes it's floor/ceiling rather than every time a wall changes, too.


August 4, 2003
==============================

- fixed some problems with the sector colormaps.  Now when a sector color is set it uses that instead of using the colormap so ZDoom colored sectors look nice again (and Boom colormaps still work).
- fixed up animation blending with the ANIMDEFS lump.  Looks like the animation handling had changed, so I wasn't always getting the correct next frame to blend to.
- fixed a crash with the transition screens in Heretic.
- fixed a bug with the 2D drawer and flipped patches (I was mirroring the X coord, but then clamping it to 0..1, so things looked funny when flipped).
- started working on a bit of documentation to help people porting the code to other projects (gldocs.txt).  Basically gives a rundown of the rendering pipeline, texture management and 2D display functions.
- added hires patches again.  They now follow the same directory structure as textures, except instead of going in /textures, they go in /patches (then the game, etc).  They are named slightly different with the translation components on the front (translation table, then the translation): 0_0_TITLEPIC.png.


August 3, 2003
==============================

- reworked the 2D drawing stuff so it mirrors the software version.  Doing this made it so all the text is properly aligned and even the alpha fading stuff works now.
- hopefully sped up texture precaching (optimized the methods that convert images for OpenGL).


August 1, 2003
==============================

- ZDoom-style hires textures are scaled the same way as the software engine now (xtheateriii.wad looks correct now).
- temporarily went back to the old polyobject seg finder so maps with polyobjects would load again.
- player setup backdrop works (that fire effect thing).
- most sprite translations work again.  Scripted translations still don't, though (although they will shortly, hopefully).
- fixed a small bug that was causing textures to be recached twice when switching to the OpenGL renderer.
- added OpenGL options menu back in.


July 31, 2003
==============================

- Boom-style colormaps work now (another win for the redone texture manager).
- environment mapping on mirrors works again.
- added a new cvar to disable precaching sprite frames (gl_sprite_precache).


July 30, 2003
==============================

- savegame images work now (both displaying when loading and grabbing the current screen when saving).
- fixed some funny image alignment issues (fonts and hud images).
- warped textures work again.
- added jpg support for the hires textures.


July 29, 2003
==============================

- whoa, been awhile since I've updated this...
- mostly updated to 2.0.47i, which has all sorts of fun stuff like interchangeable textures/patches/flats/etc, uncapped framerate...  Most maps with polyobjects won't load for some reason, though.  I think it has to do with GL nodes and I've emailed Randy about it.
- completely reworked the texture manager since the texture management in ZDoom changed greatly since 2.0.47.
- fixed fonts so they're handled the same as every other texture (new texture manager helped this greatly).
- more intermission screens work properly now, such as the text interludes and animated backgrounds (from Doom1).  Even the bunny scroller works now.
- slowly working towards the optimized geometry stuff.  I've been putting it off until I fixed the fonts for good, though (which I have now).
- optimized the clipper a bit more so it's slightly faster (had a bunch of redundant checks in there).
- more menus work properly (load/save menus in particular).
- billboard mode 1 works again.
- decals are truly in the right position now (smearing blood doesn't move around anymore).
- ok, so fonts aren't quite perfect.  Periods (and other puncuation) are at the top of the line instead of along the bottom :)


May 28, 2003
==============================

- bleh, haven't had much time to work on things.  I started working from home and bought a new car.  Yay!
- more speedups that should help in the more complex scenes (eaeuro03 is getting better all the time).
- improved clipping a bit (Doom2 map01 looks correct now).
- improved texture precaching to preload animated textures/flats.


May 28, 2003
==============================

- fixed some more problems with the texture alignments.  Almost there!
- particles now expand over time.
- optimizations with the animation finding for animation blending (using lookup tables now instead of searching through all the animations for each wall/flat).


May 28, 2003
==============================

- added support for those JDoom hires patches and game-specific hires textures.
  - in the "textures/<game>" directory, ZDoomGL will also search for the "doom1", "doom2", "tnt", and "plut" directories.  It searches these directories for textures first.
  - it will search for patches in the "patches" directory (ie: "<zdoomgl dir>\textures\doom\patches\", "<zdoomgl dir>\textures\doom\doom2\patches\").
  - right now hires patches are supported for pretty much anything that uses patches directly (sprites, titlepic, menus, etc).


May 26, 2003
==============================

- optimized the sky a bunch and fixed some bugs with it.  Nonstandard skies should look much better (Help Your Selfish in particular).
- minor optimizations to renderer.
- readded fix for hiding areas behind segs with midtexture.  It got removed during the rewrite of the wall renderer and I never bothered to put it back :)
- only do above for lines with no backsector...
- prepping a bunch of stuff for texture shaders (making some things more modular).
- fixed scaled sprite heights ("Chosen" works properly without gl_sprite_clip_to_floor set to true).
- removed a bunch of places where I was setting the brightness to 95% of the real brightness.  Dunno why I was doing that, but things should be a tiny bit brighter now.
- fullbright sprites are only rendered fullbright in sectors with no fade value set.


May 23, 2003
==============================

- got rid of gl_clip_* cvars.
- a couple minor optimizations.
- got vsync working properly (gl_vid_vsync cvar).


May 22, 2003
==============================

- released 0.74.
- fixed flat rotations/offsets/scaling.
- added animation blending to walls.
- got rid of the MAP_COEFF constant to now the geometry is rendered the real size (no real need for gl_clip_nearclip anymore, but gl_clip_farclip should be set to at least 8000).


May 18, 2003
==============================

- fixed up the (hopefully) last bugs in the wall alignments (slopes are still a problem, though)


May 15, 2003
==============================

- crashing bugs from the update to 2.0.47 are sorted out.
- animation blending is working properly.
- *sigh* more problems with texture alignments, though =/
- cool, texture alignments fixed (still odd on slopes, though).
- more small optimizations for the wall renderer.


May 4, 2003
==============================

- texture alignments are pretty much done.  Still a little funky on slopes, though (but I have a plan).
- fullscreen crash bug fixed.
- scaled sprites are shown in the correct place again (I wasn't scaling the X offset along with the width and height).


April 28, 2003
==============================

- updated to ZDoom 2.0.47.
- more minor optimizations to clipper.  I think optimizations here are my best bet for improving the framerate since there's a few functions in there that get called many times each frame.


April 14, 2003
==============================

- scripted translations don't brutalize the framerate anymore.
- minor optimization in the clipper that gave a decent framerate boost in scenes with lots of two sided lines (3d bridges, etc).


April 14, 2003
==============================

- determined that the lower textures are indeed right and the first raising platform in Doom2 map29 (after you hit the switch) is indeed a problem with the map (some mid textures are still off, though).
- fixed a problem with the translated sprites (I wasn't storing the current translation with the texture, so it was never loading newer versions).  The color shifting flames in zort09 work properly now.
- updated to ZDoom 2.0.45.
- there's still a few bugs with the stenciled skyboxes (holes in odd spots), so if it really bugs you, set gl_vid_stencilbits to 0 to disable usage of the stencil buffer.
- hmm, I think I really have that translation stuff sorted out now.  Color shifting flames work properly and no memory leaks :)


March 31, 2003
==============================

- rewrote the mid-wall rendering code (well, the part that calculates the geometry anyway, the texcoords are still a bit off)


March 26, 2003
==============================

- some small optimizations to the sprites/particles.  Nothing spectacular, but it seems like there's a small difference in maps with lots of either.


March 24, 2003
==============================

- minor optimizations to the mirrors (basically initializing the clipper to the mirror seg before rendering)
- found part of the reason skyboxes were slow: I was starting the refmask from zero as opposed to one so the first skybox would be drawn twice.
- added a cvar to control the look of the sprite edges: gl_sprite_sharp_edges (0/1).  0 is the old way, 1 is the new way.


March 18, 2003
==============================

- some more optimizations to the mirrors.  They should be a bit faster now (skyboxes are still slow for some reason, though).
- fixed left offsets in sprites (flaming barrel doesn't jump around all over the place anymore).
- playing with the alpha func now, so the borders around the sprites/masked textures are a bit sharper (I like how they look).


March 16, 2003
==============================

- recursive mirrors are finally working (check out mirrors.wad).  You can set the number of recursions with the gl_mirror_recursions cvar (default is 4, like normal ZDoom).
- for some reason, skyboxes are slowing things down a fair amount.  I'm not sure what's causing it yet, though...


March 13, 2003
==============================

- fixed the skyboxes up a bit more (I wasn't masking some segs).  I think skyboxes are about as done as I'm going to worry about for now.


March 12, 2003
==============================

- reorganized things a little so I can avoid as many passes through the BSP as possible.  Things are a little faster in complex maps now, (most of the difference is with mirrors/skyboxes).
- masked textures overlay skyboxes nicely now.


March 10, 2003
==============================

- more work done on the stencil buffer stuff.  Still not perfect, but getting there.  I still recommend disabling it for now, though (gl_vid_stencilbits 0)
- sped things up a bit when I realized that when I do the first run through the BSP I wasn't clipping things, so it was running through the ENTIRE BSP...


March 9, 2003
==============================

- skyboxes are pretty much finished now, with the stencil buffer working.  The stencil buffer is only used if the color depth (gl_vid_bitdepth) is greater than 16 bits and the stencil depth (gl_vid_stencilbits) is 8 bits.


March 2, 2003
==============================

- abandoned the optimized geometry path for the time being
- added a new cvar to control whether or not to enable the stencil buffer (gl_vid_stencilbits).  Set it to 0 to disable the stencil buffer, 8 to enable it.
- skyboxes mostly work without the stencil buffer.  I still have to do the stencil path.


February 20, 2003
==============================

- added a check for a null pointer in the DirectInput shutdown method
- tweaked wall rendering a bit (the cells in map31 look like the software renderer now)
- worked a bit more on the optimized geometry path.  Getting closer :)


February 20, 2003
==============================

- turned off stencil test...  That should finally fix things :)
- fixed mode switching (forgot to copy things over when I got the new source drop)
- vid_restart doesn't kill the environment map anymore


February 19, 2003
==============================

- turned off stencil buffer again and set depth buffer to match bitdepth...  maybe those 3dfx problems were related?  The symptoms were definitely pointing towards falling back to software...
- turned off texture logger (didn't really reveal anything, anyway)
- removed some unused code just to clean things up a bit


February 18, 2003
==============================

- forgot to scale alpha blocks to fit in max texture size...
- re-enabled the texture logger, and added some extra information to the output.


February 17, 2003
==============================

- broke some stuff for 3dfx users while messing around with the texture loading...  Should be fixed now.
- added spherical environment mapping on mirrors (note textures/common/env.jpg in the new zip).


February 15, 2003
==============================

- mirrors with backsectors were being drawn, which shouldn't happen... (3057demo.wad works properly again)


February 14, 2003
==============================

- mirrors are now drawn before anything else so sprites/particles in front of the mirror look proper now.
- decided on how to do the skyboxes.  Sadly, this will require the use of the stencil buffer, so Voodoo3 users won't get skybox functionality...


February 14, 2003
==============================

- fixed up the mirrors a bit more.  gl_billboard_mode 2 now works properly and the mirrors themselves work correctly.  I just have to render them first now instead of last so they don't overwrite anything (like particles).


February 13, 2003
==============================

- updated to 2.0.42
- mirrors are mostly implemented, but showcase a few minor problems with the renderer right now (so they do wierd things sometimes).  Make sure to have gl_billboard_mode set to 1 for now.


February 9, 2003
==============================

- updated to 2.0.39
- mostly implemented flat animation blending (controllable with gl_blend_animations).  When I get this done for flats, I'll look into doing it for textures as well, since it does look pretty cool...


January 30, 2003
==============================

- fixed decals so they work the same as software (plasma scorch marks work properly)


January 29, 2003
==============================

- fixed a crash when setting an invalid convolution filter
- disabled compiled vertex arrays (they were crashing 3Dfx cards for some reason)
- disabled logging of the TextureList class again
- release 0.73


January 28, 2003
==============================

- updated to 2.0.38
- fixed a bug in some ZDoom code that caused a crash with scripted marines (SinCity 2 doesn't crash anymore)
- did a bit more tinkering with flats
- added logging code to the TextureList class (writes to texlist.txt) for easier debugging (I can see which texture caused the hard lock!)


January 25, 2003
==============================

- fixed a bug in the flat loading.  It was only allocating space for 64*64 sized flats, so hires flats would blow up badly...


January 25, 2003
==============================

- fixed: hires textures weren't always being checked for an alpha channel
- clipper detects doors again, so if a door is closed it doesn't draw behind it
- clipper clips against one sided seg with a mid texture and a sector behind it
- add subsectors outside frustum to clipper to fill it up to get an early out from the bsp traversal
- fixed a bad bug where warped flats were being rebuilt/uploaded to OpenGL every time they were bound, instead of when the level time changed
- added a check for NULL patches in the texture loading code.  Will this fix the crashing?


January 24, 2003
==============================

- updated to 2.0.37
- added new cvars: gl_texture_convfilter and gl_texture_convadjust.  I'll have to do a little writeup on them sometime.  Basically, they allow you to run a filter on textures.
- fixed a bug in the texture creation that could cause a crash
- made walls infinitely tall so they block things behind them properly (well, just 1000 units taller or something, but it works)
- fixed a bug in adding sprites so all sprites in a given sector will be drawn
- doesn't try to precache textures when not in a map anymore


January 22, 2003
==============================

- updated to 2.0.36
- converted internals to floats instead of doubles for a small increase in speed
- floors/ceilings are vertex arrays now (CVA's if the card supports it)
- texture/patch loading doesn't result in funny black lines anymore (finally!)
- texture loading rewritten (loads texpatches with same method that loads sprites and draws into texture)
- sprite outlines fixed (code borrowed from JDoom, thanks Jaakko!)
- updated nodebuilder so 3057demo.wad works properly
- fixed small bug in texture loading that would misreport some textures as masked instead of solid, causing them to not be tiled vertically
- fixed bug that would allow transparency for walls with no backsectors


January 5, 2003
==============================

- updated to ZDoom 2.0.34.
- small optimization to floor/ceiling drawer.
- broke and fixed savegames.
- added gl_sprite_clip_to_floor cvar (see above).
- fixed crosshair in Heretic.
- sprites are depth-sorted.
- bunch of other stuff I can't think of right now :)


November 11, 2002
==============================

- again, neglecting this horribly...
- full mouselook is in with per subsector frustum culling and a JDoom style clipper (actually runs slightly faster than it used to without mouselook).
- new invulnerability effect taken from JDoom because it looked cooler than the green lighting thing ZDoomGL used to do.
- bug where floor/ceiling for some polyobjects would be drawn is fixed.
- sprite scaling is fixed.
- fixed bug where some particles would get overwritten by walls (in some cases).
- rendering no longer goes through the software engine at all anymore, but this means that sprites aren't sorted again.  That's next on my to-do list.


October 9, 2002
==============================

- intermission screens are almost there.  Still a few problems with textures getting corrupted.
- small optimization in the renderer (making sure blending and alpha testing is turned off when I'm not using it).


October 7, 2002
==============================

- fixed status bar on 3dfx cards (and other overlays that might be bigger than 256*256).
- weapons are mostly fixed now.


September 28, 2002
==============================

- PNG screenshots are working (again, OpenIL is cool).
- working on getting texture alignments working properly (damn pegged/unpegged textures).
- require zdoomgl.wad now (like zdoom.wad).  Right now it only contains the particle image, but there may be other stuff added.
- hires textures are now loaded from the appropriate directory for the game (ie: textures/doom, textures/heretic and textures/hexen).


September 25, 2002
==============================

- JDoom-style hires textures are now supported (TGA and PNG).
- improved framerate in wireframe mode (eaeuro03 runs fine in wireframe mode now), and I have an idea on how to improve framerate overall.
- fixed some issues with zdoom layered skies.
- small tweak to the particle/sprite code resulting in a slight speedup, possibly a major speedup when there are lots of particles.
- fixed a problem with TGA hires textures loading upside down.
- added a new cvar: gl_texture_usehires.  Controls whether or not to use the hires textures.


September 23, 2002
==============================

- particles now take on the color of the sector they're in.
- found a hideous inefficiency with the floor/ceiling drawing code that was greatly increasing the number of triangles being drawn.
- worked on getting height transfers functioning properly.
- got the JDoom style sky working.
- got multilayered sky almost working properly (just have to find out why the sky textures are being loaded with the proper alpha values).
- only particles in visible subsectors are drawn now.


September 15, 2002
==============================

- got warped flats working today.
- working on finally getting wall rendering perfect.  Getting better, but still not there yet =/
- changed particles to use additive blending, although there is a cvar to control that (gl_particles_additive [1/0]).
- fixed another crash problem (leftover code from debugging decal loading.  It would crash unless you have an "images" directory in the zdoom root).
- did some preliminary research for rendering skyboxes and mirrors.  I may have to require a stencil buffer for zdoomgl (no more pre-Voodoo4 3dfx cards) =/


September 9, 2002
==============================

- changed particles so they're real sprites now (actually using the plasma decal).  They look much nicer...
- working on getting decals working right now.  Loading and displaying, now I just have to get them aligned with the wall and clipped to the current seg.
- ZDoomGL now automatically chooses the highest available refresh rate for the current resolution when in fullscreen mode.  No more 60Hz!
- fixed some issues with translucent actors.  You no longer stay translucent forever after picking up a invisibility sphere.


September 8, 2002
==============================

- worked out a bunch more bugs with SlayeR, mostly in Heretic/Hexen.
- polycount for each frame (gl_show_frameinfo 1 in the console).
- working on getting decals working: they load and display, I just have to get them aligned with and clipped to the wall segments now.
- created a new menu option in the Display Options menu: OpenGL Options (the old ZDoomGL had this, too). It allows for control over anisotropic texturing, line antialiasing, sprite billboarding mode, texture contrast, wireframe mode, screen clearing, and enabling/disabling depthfog.
- changed walls back to triangle strips because some cards don't like GL_QUADS that much (much slower)


September 1, 2002
==============================

- added new cvar: gl_line_smooth.  1 is antialiased, 0 is not.  This is so you can turn antialiasing on and off if it's hurting performance.
- ported to ZDoom 2.0 pre13 codebase.
- fixed some more 3D floor stuff (fans in kzdoom6 look proper now).
- broke some texture alignment.  Working on getting all that sorted out again.


August 24, 2002
==============================

- automap lines are now antialiased.
- fixed alpha func so certain walls with transparent textures don't block things behind it anymore.
- console fonts are masked again (no more black border).
- sprites are offset in the y axis properly (and soon to be x axis).
- sector textures were improperly rotated by an extra 90 degrees.
- particles are antialiased (although they'll be changing to billboarded sprites soon).
- background image on 3dfx cards fixed.


August 19, 2002
==============================

- hud mostly working (just have to find the cause of the occasional crash on program exit)
- hud not clipped by walls now
- fonts are filtered now and scaled fonts should display much faster
- fixed hud stretching
- fixed some wall/sprite sorting issues so transparent/translucent walls no longer look wierd when there is a sprite in front of them


August 17, 2002
==============================

- haha, been neglecting this for awhile!
- automap works correctly now.
- scaled textures work properly (thanks Nigel).
- redid sprite billboarding so it doesn't have to do a reverse rotation and matrix push/pop for each sprite.
- added new cvar: vid_renderer.  0 is software, 1 is opengl.  There's also a menu option for this in the video settings menu.
- added new cvar: gl_texture_format.  This allows you to select the quality of the textures.  See above for usage.
- added support for texture compression: use GL_S3TC for the texture format.  Only works if your card supports it (uses GL_RGB5_A1 if it doesn't).
- ported to ZDoom 2.0 pre8 codebase.
- sector texture rotation works (still a few alignment bugs I have to work out).
- experimenting with environment mapping.  Look for that in the future...
- fog boundaries are broken again...
- menus should be properly aligned now.
- font rendering has been sped up, but it's still slow on slower machines.
- added a bunch of console logging stuff so you can see what exactly is being enabled when you run ZDoomGL (like hardware mipmaps, texture compression, etc).
- started working on the HUD.  Scaled HUD causes ZDoomGL to crash right now.
- flat texture scrolling works now.


<--- Released Alpha 6 --->


April 26, 2002
==============================

- re-added the check for the maximum supported texture size (and scale to fit it).  ZDoomGL should work on 3dfx cards again, but some of the textures may look odd (combination of scaling down to 256*256 and the odd bug in the code).
- deep water sectors are pretty much there.  I had to disable some code from ZDoom to get it to work right with ZDoomGL...
- hardware-generated mipmaps are back in.  They definitely look nicer than the standard glu* generated mipmaps!
- changed floor/ceiling rendering to plain GL_POLYGON's, rather than the GL_TRIANGLE_FAN's they were.
- I have to go through all the CVAR's again and make sure I've documented them all...


April 22, 2002
==============================

- sprites are sorted properly now.  Overlapping sprites now looks nice :)
- fog boundaries are working (although they look different than ZDoom).


April 17, 2002
==============================

- got lazy with the updates...
- deep water support is almost there.  Still just a few problems with it, though.
- fixed drawing styles for Actors (additive translucency, etc).  Lost souls and the like are translucent again.
- fixed an aspect ratio issue.  Not a big deal, but it looks more like Doom now (fixed at a 1.6 aspect ratio, instead of the actual screen aspect ratio).
- not keeping full RGBA texture image around after texture is created, since it's not needed.  This cuts memory usage in half (approximately).


April 9, 2002
==============================

- fixed deep water support/transfer light specials.  Still have to do transfer height, though!


April 7, 2002
==============================

- removed hardware mipmaps (causing a few problems).  They'll be coming back once I figure out what was going wrong.
- fixed menu offsets for new menu graphics.
- color shifting now works (shifting the palette for sprites).
- added a new CVAR: gl_texture_color_multiplier.  This controls how bright the colors look and is seperate from the gamma controls.  Use this if you think the textures look too dull, but the gamma looks about right.
- changed the gamma calculations to do a real gamma table lookup (like the original ZDoom).
- added support for hardware generated mipmaps (GL_SGIS_generate_mipmap extension).  The mipmap levels look nicer now, but it's not really noticable...


April 6, 2002
==============================

- fixed crappy looking sprites/menus :)


April 5, 2002
==============================

- fixed chasecam
- fixed a small bug where the whole mid texture wasn't being drawn in some cases (ie: Doom2 MAP31 - go right when you open the first door, the metal bars wouldn't go all the way to the floor).
- fixed a bug where it would sometimes try to render subsector -1.


<--- Released Alpha 5 --->


April 4, 2002
==============================

- fixed the X offset for textures, although the Y offset is still wrong sometimes.  This is probably because I haven't fully implemented checking for unpegged textures :)
- sprites work
- fixed a bug where the line index for subsectors was signed, when it should have been unsigned (and would wrap into negatives in large maps).  This is probably something I changed long ago, not understanding the consequences of my actions...  Large maps (ie: TNTD2KH1 Map05, EAEURO03.WAD, DEMNSNCRY.WAD, etc) work again.
- fixed a bug where sprites with 0 frames would be drawn, causing a crash (ie: picking up a megasphere would cause this for some reason).


April 3, 2002
==============================

- floor/ceiling textures are working now.  They don't scroll or anything yet, but they show up!
- fixed a problem with transparent mid textures.  These aren't supposed to tile, and I was getting the wrong height for them.
- fixed the title screen for Hexen to work with the new texture management


April 1, 2002
==============================

- finale is sort of working for Doom2 :)
- menus now work in the most basic fasion...
- fixed texture scaling, so it *should* work properly on Voodoo3 and under cards (with the 256*256 texture size limit).  Some things won't look as nice on those cards (most notably the title screen), but for the most part it looks the same.


Mar 25, 2002
==============================

- added support for anisotropic texture filtering.  This greatly reduces some of the distortion that can occur when viewing a texture from a very sharp angle.  Related to this are 2 new cvars: gl_texture_anisotropic and gl_texture_anisotropy_degree.
- added a new cvar: gl_texture_mode.  This controls the mipmapping/filtering for textures.
- particles are the correct color now.  I was using the wrong color table :(
- the Gamma cvar works with OpenGL now (and doesn't require a restart).
- animated textures are fixed.
- textures seem to be loading perfectly now.  The texture coordinates are still completely wrong, but I just haven't gotten to calculating the correct texture coordinates.  Some animated textures also aren't working.
- texture mipmapping is also working.  Mipmapping really makes a big difference in the look of the image...
- right now, OpenGL textures are the same size as their Doom texture counterparts.  This may cause issues with video cards that don't support larger textures (ie: 3Dfx cards (voodoo3 and below) only support up to 256*256 textures).  I will be fixing this in the future, but I want to get texturing working properly, first.


Mar 22, 2002
==============================

- I made a slight adjustment to the screenshots while messing around with texturing.  It no longer reads the alpha values from the screen which actually seems to speed that process up a little.  The file size is the same as ever, though :)


Mar 20, 2002
==============================

- skyboxes sort of work.  Walls aren't being drawn for them yet (all the walls are being tossed out during the culling stage for some reason), and only the sector the camera is in is being drawn.


Mar 18, 2002
==============================

- the flickering title screen is now fixed.  It's actually a gross hack until I can get the intermission stuff working...
- particles aren't showing up funny anymore (fading to nothingness much nicer now).  Still have to get them showing up as the right colour, though!
- I fixed a dumb oversight resulting in a major speedup in areas with lots of visible subsectors.


Mar 17, 2002
==============================

- polyobjects are showing up at the right spot and are the right height now.  They're also no longer doing those "interesting things" I mentioned in the last update.


Mar 16, 2002
==============================

- floors and ceilings work!  As I stated before, GL-friendly nodes are now a requirement.  There's still a few problems with it, mostly due to polyobjects.  For some reason, it does some pretty interesting things when rendering polyobjects (check it out in wireframe mode, and you'll see what I mean).  I darkened the floors/ceilings to give it a bit of contrast, since there's still no texturing...


Mar 14, 2002
==============================

- well, I made the decision to require GL-friendly nodes.  I made this simple by checking when adding WAD's that the accompaning .GWA file is there, and if it isn't, creating it.  This means that you, the user, don't actually have to worry about this process at all.  This also means that floor/ceiling drawing got about 500x easier (it's actually almost identical to the way jDoom does it, now) :)


Mar 13, 2002
==============================

- fixed a small bug with translucent walls.  They were being sorted backwards (front to back, rather than back to front), so only the frontmost walls were being drawn.  This was only really noticable when you'd have a circle of translucent walls (like in kzdoom7).
- changed the default depthfog multiplier to 0.6 instead of 0.7.  It was just a little too dark by default.


Mar 12, 2002
==============================

- The walls are REALLY fixed, now.  Translucency is working properly, that dumb wall in Doom1 E1M1 where you can see it from one side but not the other works properly...  It all looks pretty good!
- Hexen works now.  Tracking down bugs that only appear when you're not in the debugger really sucks.
- console background is working, along with the title screen.  In Hexen the console background is messed up, though.
- console background and title screen are filtered.


Mar 11, 2002
==============================

- have things all prepped for finishing floors/ceilings finally (finding what sectors need to be tesselated, with no duplicates).  Hopefully I'll be able to get that working in the next day or so and move on to texturing.  Right now it's just outlining them with white lines...
- visibility is working good enough for me...  You can check it out by using wireframe mode.  No more problems on MAP15 (it's about as fast as the old ZDoomGL on my machine).
- TGA screenshots work, and they're right way up.  They're uncompressed, but it's still better than the RAW file format.
- fixed a spelling mistake in one of the CVARs.  "gl_depthfog_multipier" is now "gl_depthfog_multiplier" :)


Mar 10, 2002
==============================

- went back to per subsector drawing again, but this time it's with a proper BSP traversal, so subsectors are actually getting culled!  That means that subsectors not in the viewable area aren't getting processed whatsoever.  You may notice a difference in larger maps (Doom2, MAP15 is a good test map), but it still chugs at anything over 1024*768 on my machine.  That'll speed up, though, since I still have to optimize the actual wall drawing (vertices are still being calculated every frame).
- removed "gl_checkVisibility" CVAR, since it wasn't being used anymore.
- cleaned up wall drawing quite a bit, code-wise.
- fixed a few other assorted bugs (the earthquake in the ZDoom demo wad works now).
- RAW screenshots work again.  I'll be changing that soon, though, to take TGA screenshots (and have them right-way up).
- fronts/backs of lines should finally be getting drawn properly...


Mar 8, 2002
==============================

- changed the wall drawing back to per sector since it didn't look like that last change was gaining me anything :)
- getting the light level from the general sector being drawn rather then the frontsector of the line seems to fix some of the lighting problems, but introduces a few others.


Mar 6, 2002
==============================

- fixed some camera issues.  The nice flythrough in the beginning of kzdoom7 works perfectly now.  Now if only I could get the trees to show up.


Mar 5, 2002
==============================

- Slopes appear to be working after changing the wall drawing yet again (getting the plane height per vertex instead of per subsector)!  Now if only I could get the damn floors working :)
- Changed the wall drawing yet again so it's rendering per subsector instead of per sector.  This will (hopefully) make floor/ceiling tesselation easier.


Mar 4, 2002
==============================

- Wall drawing is much better now, with only a few walls drawn wrong.
- Simple visibility checking is being done now using the REJECT lump.  I'll probably look into this more in the future to use a better method.
- Added depth-queued fog to simulate the Doom fade-to-black.  ZDoom fog also works.


Mar 2, 2002
==============================

- cleaned up wall drawing a bit.  There's definitely some weird stuff going on, but you can at least play the game now.


What Works
==============================

- slopes
- polyobjects
- particles
- colored lighting
- faked deep water surfaces
- scaled textures
- sector texture rotation
- full mouselook
- HUD/weapons
- decals
- JDoom-style hires textures
- mirrors
- skyboxes
- ZDoom-style hires textures (they load, but some look a little odd)
- Quake3-style shader system (see shaders.txt)


What Doesn't
==============================

- Line_Horizon
- ZDoom "Extra Lights"


Tested on:
==============================

1.2GHz AMD Thunderbird
512MB DDR RAM
Geforce2 Pro 64MB
Windows2000 Pro
SoundBlaster Live! 5.1


Pentium II MMX 350mhz
128mb SDRAM
NVidia GeForce2 MX-400
Windows ME
Sound Blaster Live! Value


Thanks to...
==============================

Randy Heit - ZDoom originator and answerer of questions.
Kokak - previous work on ZDoomGL
Jaakko Keranen - jDoom creator and also answerer of questions
Graham Jackson - creator of Risen3D and answerer of questions
Maxim Stepim - creator of the hq2x/hq4x filters and also another answerer of questions
Simon "SlayeR" Judd - the main beta tester and answerer of mapping questions
Nigel Rowand - answerer of mapping questions
Beta Testers - my guinea pigs >:)  YOU KNOW WHO YOU ARE!


==============================
Questions/comments?  Email me: zdoomgl@zdoom.org

