He is :-) but now I see some of the problem, in that the 0 to 100 range is not always evident. Some gamma adjustment is probably necessary to account for the fact that doom"s graphics are for the most part very dark. I feel this is easier to discern what's going on than the previous character set.
Not bad. I think the best picture could be achieved using combination of previous version of the renderer for walls, and using this charset for dithering only the sprites and decals (like switches, etc.). Try it.
Using separate character sets for sprites and walls is doable. That's what the MDA version of FastDoom is doing. Using a different character set for switches, doors and secrets requires some extra work in the WAD preprocessor.
I hope Jim Leonard is happy
He is :-) but now I see some of the problem, in that the 0 to 100 range is not always evident. Some gamma adjustment is probably necessary to account for the fact that doom"s graphics are for the most part very dark.
I feel this is easier to discern what's going on than the previous character set.
@@JimLeonard There is a gamma correction option in this game.
Not bad.
I think the best picture could be achieved using combination of previous version of the renderer for walls, and using this charset for dithering only the sprites and decals (like switches, etc.). Try it.
Using separate character sets for sprites and walls is doable. That's what the MDA version of FastDoom is doing.
Using a different character set for switches, doors and secrets requires some extra work in the WAD preprocessor.
now can you add ray tracing to this