ermining the position of automatically calculated lights and halos on sprites was broken. This resulted in... origin was always in the top left quarter of the sprite.
* Filters and special filter drawing, affecti... er a texture replacement was in use.
* Dynamic lights for palette-translated sprites were coloured acco... tures/flats/patches/model skins not affected by [[rend-tex-gamma]].
* Drawing Models whose skin is de
| Patches| Graphics for menus, fonts and sprite frames |
| LightMaps| Textures for dynamic lights |
| Music| Background music |
| Sfx| Sound effects |
... l be scaled to match the original patch.
===== Sprite frames =====
Sprite frames are patches. They can be replaced with external resources just like all othe
ont format that supports RGBA bitmaps
* cvar [[rend-sprite-mode]]: 1 = draw sprites and masked walls with hard edges
* cvar [[rend-dev-mobj-bbox]]: debugging aid - render mobj boun... d for collision detection) for debug.
* cvar [[rend-dev-cull-subsectors]]: disable non-visible subsector culling for debug.
* cvar [[rend-glow-scale]]: multiplier for wall glow height
heir origin was not visible.
* Fixed: "Dynamic lights bleeding through solid walls" (http://sourceforge... * Fixed: [[material]] definitions referencing [[sprite]] [[patch]]es not working (http://sourceforge.net... ther side. This also fixes the problem of dynamic lights spreading under similar circumstances.
* Optim... =====
==== Engine ====
* Added: [[cvar]] [[rend-dev-generator-show-indices]] Display particle gen