Fulltext results:
- detailed_list_of_changes_in_doomsday_version_1.9.7 @version
- ive height back to zero. ===== DOOM ===== * HUD weapons vertically offset four pixels lower than in the original game when ... l 1 texel border around the graphic which is then scaled and clipped out at render time. This addresses various GL filtering issue... 0 will be stretched while everything else will be scaled to fit. This behavior can be overridden with the new [[:cvar]] [[:rend-hud-nostretch]]. * Resolution independent aspect-c... etch]]). * Statusbar (override: [[:cvar]] [[:rend-hud-nostretch]]). * Finale (override: [[:cvar]]
- 1.9.0-beta6 @version
- displayed in all supported games. Map name is now scaled relative to display resolution and using the HUD scale multiplier (http://sourceforge.net/tracker/?func=detail&atid=542099&aid=1533383&group_id=74815). ... textures may still be resized if required. ==== Renderer ==== * Added support for DOOM.exe rendering trick; non-clipping of middle [[material]]s on twos
- flags_reference @ded
- By default the layer is disabled and will not be rendered. ==== mask ==== (Value = 0x2) Layer textur... ==== fullbright ==== (Value = 0x1) The model is rendered with the maximum light level (corresponds sec... n. ==== shadow1 ==== (Value = 0x2) The model is rendered with 33% (?) translucency. When using this fl... d. ==== shadow2 ==== (Value = 0x4) The model is rendered with 66% (?) translucency. When using this fl
- detailed_list_of_changes_in_doomsday_version_1.11 @version
- ). * When drawing psprites the "static" weapon offset scale used for preventing lowering was not applied as i... some leafs to the wrong map sector (resulting in rendering glitches, particularly around map hack const... [[:doomsday_server]] is no longer concerned with rendering and uses lightweight variants of all core ma... uriously when the frame rate is very low. ===== Renderer ===== * {{ file:blur_shader.jpg?300x0}}