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View Full Version : Is DOOM 3 writen in OpenGL 1.4-OpenGL 2.0?



FX
11-02-2003, 10:42 AM
Please I have to know that. If you know that please tell me!

keelx
07-30-2011, 10:38 AM
If I am correct, it runs on opengl 1.4. I know this because it works just fine on my card, which only supports 1.4, and you need at least 1.4 to do vertex/fragment programs.

mhagain
07-30-2011, 11:04 AM
No, it's written in C++.

But yes, it uses the OpenGL API and will make use of VBOs and shaders if they're available.

kRogue
07-30-2011, 12:34 PM
Just so you know: Doom3's basic minimum requirement (in terms of NVIDIA hardware) was a GeForce3 [I think], the shaders of Doom3 are the assembly shaders. Same story for Quake4. Though to be honest, a GeForce3 won't run Doom3/Quake4 particularly fast at resolutions beyond 640x480 (I think). For the record, a GeForce 3 is about 4 generations old... sickly enough, portable devices [i.e. iPhone 3, iPad, N900, most not-so-old Android devices) have significantly more capabilities (but often enough not as much raw firepower) as they support GLES2.0.

V-man
07-31-2011, 02:51 PM
I think it is written against GL 1.1. I have seen screenshot of it running on a old Voodoo hardware (single texture, no shadow maps or lighting). All ID engines are OpenGL 1.1 + extensions.

kRogue
08-01-2011, 08:43 AM
I think it is written against GL 1.1. I have seen screenshot of it running on a old Voodoo hardware (single texture, no shadow maps or lighting). All ID engines are OpenGL 1.1 + extensions.



:eek: Wow. I never knew that, I always figured it absolutely needed shader support! Though Doom3 without lighting is like candy without sugar or any sweetener.

mhagain
08-01-2011, 09:08 AM
http://www.3dfxzone.it/enboard/topic.asp?TOPIC_ID=1462

It looks awful.

kRogue
08-01-2011, 10:24 AM
that link seems to indicate that one needs a patch for Doom3 to work.. not too sure what files the patch affects... but the patch is only 3 MB or so...

ZbuffeR
08-01-2011, 11:23 AM
At least on my TNT2, I had stencil shadows working :D