Fulltext results:
- troubleshooting @guide
- h game plugin has its own subdirectory with a separate bindings configuration. * Alternatively: when y... cate the slowdown is caused by the renderer's per-frame geometry processing. * Does the slowdown go awa
- player_controls @devel
- xperience, which may on occasion be less than accurate, but still close enough to the real situation. Fo... ontrols based on input events. - On every tick/frame, game checks the logical controls and updates its
- use_oculus_rift @howto
- console command is {{cmd|resetriftpose}}. ===== Frame rate ===== For a good experience on the Oculus Rift,... t helps a lot if your GPU is struggling with fill rate. In [[version:1.15]], you can adjust the Oculus Rift frame buffer pixel density in the 3D & VR Settings dial
- shader @assets
- ace. The value of the uniform is updated once per frame/eye. | | ''uViewMatrix'' | mat4 | Transforms from... ded. The value of the uniform is updated once per frame/eye. | ==== Model renderer uniforms ==== In add... ions. Additional functions can be included as separate source files. Below is an example of using Doomsd
- detailed_list_of_changes_in_doomsday_version_1.14 @version
- state indicator and text wrapping is now more accurate. * Performance improvements: Widgets that cann... ==== Renderer ==== * Added bloom as a new frame post-processing effect. It can be configured with
- 1.9.0-beta6 @version
- Now rotated with the map window and not the view frame, are always drawn at a readable scale. * Free ... ecause they are dead. Instead, display a more accurate/appropriate message. * Method of circumventing... ecause they are dead. Instead, display a more accurate/appropriate message. * Method of circumventing... ecause they are dead. Instead, display a more accurate/appropriate message. * Method of circumventing
- 1.9.0-beta6.1 @version
- g under similar circumstances. * Optimize: Separate thinkers into multiple lists to reduce search tim... ors are now linked into the world once per render frame and used for all viewports. Plus various other mi
- detailed_list_of_changes_in_doomsday_version_1.9.7 @version
- ] * Enemies embedded in one another cannot separate [caused by game-mobj-fracepsilon] * Doom: Flyi... the same as the original games' * rend-dev-wireframe 1 will only affect player view; added mode 2 for ... fferent hue are no longer treated as distinct seperate forms. * Added a nearest neighbor image scalin... eorganisation of the HUD menu. * Added a separate slider for crosshair opacity and removed the alph
- detailed_list_of_changes_in_doomsday_version_1.9.8 @version
- be typed in the console: { } * [[:rend-dev-wireframe]] should not be written to game config file. ==... ersion of the demo IWAD is now supported as a separate game mode. * Hexen: crash when rendering parti... he forward slash are now considered to be two separate keys. ==== Mac OS X and X11 ==== * Not usin
- detailed_list_of_changes_in_doomsday_version_1.9.9 @version
- "normal". * DED: Mishandling of the old State frame fullbright "flag". * Auto-loading of DEH patches in PK3 containers. * Deh Reader: Tolerate mid-file EOF characters in DeHackEd patches. ==... , leading to shorter map setup times and less per-frame calculations. * Addressed inefficiencies related to per-frame Patch Replacement lookup. ===== Platform-specif
- infine_script_reference @ded
- y use fractional pixels (e.g. 104.5) for more accurate placement of objects. Color values are floating-... pic-id) (patch-lump) (time-sec) : Append a new frame to the picture's animation sequence. (time-sec) is the number of seconds that the new frame will last. ; ''ImageAnim'' (pic-id) (image-lump) (time-sec) : Append a new frame to the picture's animation sequence. The frame is
- using_blender_to_create_a_model_for_doomsday @modding
- press "I" choose "locrotscale" move to your next frame and repeat process. - When you want to make a ... he model. I think it apply's the edit size to the object size (edit and object sizes and seperate)
- flags_reference @ded
- ) ==== litshiny ==== (Value = 0x200000) ==== idframe ==== (Value = 0x400000) An offset derived from t... e ID number of the object is added to the current frame index of the object. Frame range must also be set. ==== idangle ==== (Value = 0x800000) The model gets... e source is represented by a 3D model. ==== scalerate ==== (Value = 0x400) ==== group ==== (Value =
- generator_syntax @ded
- Age = 0; Max Age = 0; Particles = 0; Spawn Rate { 0.0 0.0 0.0 } Spawn Rnd = 0.0; Presim = 0; ... stance = 0.0; Spin Resistance { 0.0 0.0 } Frame = ""; End Frame = ""; Spin { 0.0 0.0 } Spin Resistance { 0.0 0.0 } Sound = ""; Volum... generators using the density flag). ==== Spawn Rate ==== Number of new particles spawned per game tic
- detailed_list_of_changes_in_doomsday_version_1.13 @version
- or when attempting to spawn a particle at a degenerate BSP leaf. * {{:var|rend-info-tris}} was remove... uring startup or loading a map) is now longer separate from the regular UI. There is no longer an abrupt... it applies an inverted monochrome palette on the frame. Internally, libdoom uses {{:cmd|postfx}} to do t... se of shaders and drawing of GL2 objects over the frame. * GL shaders are able to access the color and