Fulltext results:
- flags_reference
- ==== 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 ====
- model
- 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
- generator_syntax
- 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
- reflection
- (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