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Author Topic: Software Renderer Requirements  (Read 29172 times)
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« Reply #15 on: August 22, 2005, 05:38:05 pm »

Option #3, definitely. Go fullbright with everything, ditch lighting information. I use the software mode mostly for debugging, so this would be perfect.

« Reply #16 on: August 22, 2005, 05:53:10 pm »

I feel the same way about using it for debugging and minimum features is acceptable and may improve it's speed. An example for debugging was I tried to run a CS game on a different computer and it just crashed on start, I didn't want to upgrade DX or OGL just to find if that was the problem, I should have just tested to see if the software render worked I think.

« Reply #17 on: August 23, 2005, 12:48:21 pm »

When I work at school and then come back home, then I prefer directly work on my code at school via ssh, xdmcp or vnc rather than commit a broken version or having to copy all my sources. This is an example where opengl acceleration can crash the connection unlike SR. Working with a stable SR with full-bright lighting would be more than enough.

« Reply #18 on: September 06, 2005, 11:47:36 am »

Did anybody considered TinyGL for software renderer?

Quote from its website:
TinyGL is intended to be a very small implementation of a subset of OpenGL for embedded systems or games. It is a software only implementation.
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