GZDoom is a feature centric port for all Doom engine games, based on ZDoom, adding an OpenGL renderer and powerful scripting capabilities
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Christoph Oelckers 0640a86c1e - removed InitPalette call from VulkanFrameBuffer constructor.
It is as wrong here as in OpenGL because it destroys already set up data.
2019-04-22 11:00:40 +02:00
asmjit
bzip2
cmake
docs
dumb
fm_banks
game-music-emu
gdtoa
glslang - update glslang to 7.11.3113 (stable release February 8, 2019). This fixes the SPIR-V validation error reported for the shadowmap shader 2019-04-15 04:53:43 +02:00
jpeg
lzma - updated LZMA SDK to version 19.00 2019-03-26 17:44:26 +02:00
soundfont
specs
src - removed InitPalette call from VulkanFrameBuffer constructor. 2019-04-22 11:00:40 +02:00
tools
unused
wadsrc Merge remote-tracking branch 'remotes/origin/vulkan2' 2019-04-22 10:45:32 +02:00
wadsrc_bm - changed the filter name for Doom IWADs 2019-04-10 00:15:16 +02:00
wadsrc_extra - only use the Doom SmallFont extensions with the commercial IWADs. 2019-04-21 10:02:33 +02:00
wadsrc_lights - changed the filter name for Doom IWADs 2019-04-10 00:15:16 +02:00
zlib
.appveyor.yml
.gitattributes
.gitignore
.travis.yml - updated Travis CI configuration to use Xcode 10.2 2019-03-30 11:15:26 +02:00
CMakeLists.txt - restrict Vulkan to 64 bit builds. 2019-03-24 14:34:48 +01:00
LICENSE
README.md

Welcome to GZDoom!

Build Status Build Status

GZDoom is a modder-friendly OpenGL source port based on the DOOM engine

Copyright (c) 1998-2018 ZDoom + GZDoom teams, and contributors

Doom Source (c) 1997 id Software, Raven Software, and contributors

Please see license files for individual contributor licenses

Special thanks to Coraline of the 3DGE team for allowing us to use her README.md as a template for this one.

Licensed under the GPL v3

https://www.gnu.org/licenses/quick-guide-gplv3.en.html

How to build GZDoom

To build GZDoom, please see the wiki and see the "Programmer's Corner" on the bottom-right corner of the page to build for your platform.