Fulltext results:
- model @assets
- //(state)// (used with ''model.thing.*''). | | ''render.*''| Instructions for the renderer, e.g., which blending to use on which meshes. | | ''notifiedStates''... ts normal maps, specular reflections, and emitted light. It is possible to render the model with a different shader, and also use multiple rendering passes with different shaders. By default, ... } </code> Use the ''material'' variable in the ''render'' block to specify which material is used for r
- overview_of_resources_doomsday_1.x @modding
- | Graphics for menus, fonts and sprite frames | | LightMaps| Textures for dynamic lights | | Music| Background music | | Sfx| Sound effects | Another example... tion textures can be of any size. The engine will render them scaled so that they fit the size of the or... resources in the //Patches// directory. ===== Light maps ===== Light maps are monochrome images tha
- 2.1.1 @version
- avior. There were a couple of regressions in the renderer such as white flashes with additively blended dynamic lights, and black walls appearing in the sky. A few bug
- 1.8.5 @version
- 8.5~@# ===== Fixes ===== * fixed: [[dynamic_light]] clipping in the case where lights are in the same [[subsector]] with a [[polyobj]] ==== Win32 ==== ... to Doomsday [[base_path]] (e.g. Shiny map = "Data/LightMaps/Shine") ==== Win32 ==== * crashes are ha... fects) * [[reflection]] definition * cvar [[rend-tex-shiny]]: enable surface reflections * [[mo
- 1.9.0-beta1...4 @version
- lighting model for Doomsday. In this release bias lighting must be enabled manually (by setting ''rend-bias'' to one), and it has not been fully adjuste... only the first beta release. Many features (bias lighting in particular) are still clearly unfinished. Y... release: * Per-map initialization of the bias lighting is extremely slow. Its performance will be improved in future beta releases. * Bias lighting suffers from inaccurate line-of-sight tests an
- 1.9.0-beta6 @version
- world units (was 1500). * Combined [[cvar]] //rend-light-decor-plane-far// and //rend-light-decor-wall-far//, renamed to [[rend-light-decor-far]]. * Combined [[cvar]] //rend-light-decor-plane-bright// and //rend-light-decor-wall-bright//, renamed to [[rend-light-decor-bright]]. * Renamed [[cvar]] "rend-glow-fog-bright" to
- 1.9.0-beta6.9 @version
- are lit more realistically when using the sector lighting model. Default value for [[rend-light-wall-angle]] is now 1.2f as the new smoothing makes this less noticeable. * [[cvar]] [[rend-light-wall-angle-smooth]] 1= Enable wall angle lightlevel delta smoothing (enabled by default). * [[cvar]] [[rend-dev-polyobj-bbox]] 1= Render polyobj bounding boxes (for debug). ==== Heretic ==== * Support for
- detailed_list_of_changes_in_doomsday_version_1.9.7 @version
- * mismanagement of GL_TEXTURE_2D state in model renderer * Doom: Doom title screen displayed when p... g "All marks cleared" message * sky models not rendered * [395] regression: HacX fails to start [m... oned exactly the same as the original games' * rend-dev-wireframe 1 will only affect player view; add... ttempting to play Deathkings of the Dark Citadel (Rend_RenderSkyHemisphere: Sky layer without a material
- detailed_list_of_changes_in_doomsday_version_1.9.9 @version
- opacity into account with sky-fix geometry. * Renderer: mishandling of all-masked textures resulting in brilliant white auto-lights. * Renderer: incorrect logic in R_MarkDependantSurfacesForDecorationUpdate(). * Renderer: lumobj => BSP leaf contact spreading. * Light source from the Rocket Launcher missile at the wro
- flags_reference @ded
- ==== fullbright ==== (Value = 0x1) The model is rendered with the maximum light level (corresponds sector light level 255) regardless of the sector it's currentl... == (Value = 0x10) Particles of the generator are rendered using additive blending ('blend' is an alias for this). ==== blendsub ==== (Value = 0x1000) Particles of the generator are rendered using subtractive blending (particle - framebuffer). ==== blendrsub ====... (Value = 0x2000) Particles of the generator are rendered using reverse subtractive blending (framebuffer - particle). ==== blendmul ====
- generator_syntax @ded
- spawned if the source mobj is being spawned. | | blendadd or blend| Particles of the generator are rendered using additive blending. | | blendrsub| Particles of the generator are rendered using reverse subtractive blending (framebuffer - particle). | | blendsub| Particles of the generator are rendered using subtractive blending (particle - framebuffer). | | blendmul| Particles of the generator are rendered using multiplicative blending (particle * fra
- model @ded
- e original sprite. | | brightshadow| The model is rendered with additive blending and 80% translucency. | | brightshadow2| The model is rendered with additive blending (equivalent to //[[#Blendmode]] = add//). | | darkshadow| The model is rendered with inverse-additive blending (equivalent to //[[#Blendmode]] = dark//). | | fullbright| The model is rendered with the maximum light level (corresponds sector light level 255) regardless of the sector it's currently i
- reflection @ded
- (DED) ====== Any surface (flats or walls) can be rendered with [[shiny surface]] properties. This allow... ion definitions support the use of any of the new blending mode flags such as add and subtract. ===== S... lection can be used with external resources. Blending mode = add; # One of the bm_* flags d... . By default # reflections use additive blending. Shininess = 1.0; # Strength of
- detailed_list_of_changes_in_doomsday_version_1.11 @version
- [[:doomsday_server]] is no longer concerned with rendering and uses lightweight variants of all core map data elements. *... uriously when the frame rate is very low. ===== Renderer ===== * {{ file:blur_shader.jpg?300x0}}... generation now separated from the core of the map renderer and is no longer directly concerned with id Tech 1 map hacks. * Bias [[:light_grid]] is now prepared JIT if enabled while a map
- run_doomsday_on_old_hardware @howto
- nd-particle-rate]]// cvar. * Disable [[dynamic_light]]s. Set the //[[rend-light]]// cvar to zero. ====== Slow graphics ca... uce the size of dynamic lights. * Use additive blending for dynamic lights instead of multiplicative blending. * Disable particle effects or lower the value of the _rend-particle-rate_ cvar. * Disable detail textures