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PrBoom+ (also PrBoom-plus) is a source port based on PrBoom, GLBoom+ is its associated OpenGL variant, both developed by Andrey "entryway" Budko.
PrBoom+ is based on the PrBoom 2.5.x line of development. It can currently be compiled in POSIX, Windows and Mac OS X environments.
PrBoom+ features[]
In addition to all PrBoom features, PrBoom+ offers
- Uncapped framerate
- Chasecam for demo playbacks.
- Accurate Doom v1.2 emulation if needed during demo playback.
- Support for DeePBSP and ZDBSP extended nodes
- Support for the MUSINFO lump shared with Risen3D, ZDoom and GZDoom
- Version 2.5.1.4 adds expansive support for Chex Quest
GLBoom+ features[]
In addition to PrBoom+ features, the GLBoom+ renderer allows also:
- GZDoom-style skyboxes through the GLDEFS lump (or its alias GLBDEFS)
- Optional animation blending for animated flats and textures, similar to ZDoomGL
- Detail textures (also defined in GLDEFS lump)
Detail texture definition[]
A detail texture is defined in a GLDEFS text lump. The syntax is as follows:
detail { (walls | flats) [default_detail_name [width [height [offset_x [offset_y]]]]] { texture_name [detail_name [width [height [offset_x [offset_y]]]]] } }
Where detail_name is a bmp/png/tga/jpg/pcx/gif lump between the HI_START/HI_END markers. You don't need to add the texture to TEXTURES1. Default values are (width:16 height:16 offset_x:0 offset_y:0)
Example:
detail { walls smooth01 32.0 //default detail for walls (width = 32, height = 16, offset_x/y = 0) { brick7 detstone 64.0 64 10.532 brick8 detail02 // detail02 16 16 0 0 water1 // do not apply default detail to water water2 water3 water4 } flats // no default detail for flats { grass1 Grass01 32 32 NUKAGE1 detslime 16 16 0 0 // different offsets for animated flats make sense NUKAGE2 detslime 16 16 4 4 NUKAGE3 detslime 16 16 8 8 } }