So I’ve been finishing up the software renderer so I can get the exteriors refactored in and get this release done.
For the renderer, I’ve been using it to make sure my rendering and values are matching up with vanilla Daggerfall. To this end I’ve implemented 8-bit mode will colormap support, flats/sprites are back and the player light. I’ve also tuned the FOV, fogging and light falloff. Here are a couple of screenshots of all this in action:
These screenshots are taken from the XL Engine, running the software renderer in 8-bit 320×200 mode. Of course 8-bit supports all the resolutions that 32-bit mode supports as well.