Fulltext results:
- map_info_syntax @ded
- Par time = 0.0; # Seconds Ambient light = 0.0; # 0...1 Fog color R = 0.0; # 0.... Horizon offset = 0; Sky height = 0; Sky light color = 0; Sky Layer { # or "Sky Layer 1" ... ame ^ Description | | dim_torch | (Heretic) Torch light level attenuates by distance from viewer (just li... e in Hexen). | | fog | Enable fog in the map. | | lightning | Enable thunder sound effects and random fla
- model @assets
- ts normal maps, specular reflections, and emitted light. It is possible to render the model with a different shader, and also use... shader = "model.skeletal.generic" } The ''render'' block may also declare any number of variables whose values will be passed to th... vertex data of the model. * Use as few enabled rendering passes at a time as possible. You may have a large number of disabled rendering passes, though. * All textures used by a model are stored in a large atlas.
- 2.2 @version
- ay update. ===== Fixes ===== * [[ded:material#light_110|Light decorations]] were not being rendered. * Compatibility improvements to better sup... Other minor fixes and improvements, e.g., in the renderer. ===== Change log ===== [[https://tracker.d
- overview_of_resources_doomsday_1.x @modding
- it automatically. Resources are divided into a number of classes. Each class has its own subdirector... | Graphics for menus, fonts and sprite frames | | LightMaps| Textures for dynamic lights | | Music| Background music | | Sfx| Sound effects | Another example... \Data\jDoom\Auto"'' You can define an unlimited number of virtual directory mappings using multiple '
- doomsday @guide:2.2:man
- c map. The map can be specified either as the map number, a pair of numbers (episode and map), or the map identifier (e.g., "MAP12"). ; ''-width'' | ''-he... to engine features * Configuration menus and [[Renderer Appearance sidebar]] editor * On-the-fly [[... me [[command console]] Graphics: * OpenGL 3.3 renderer * World [[movement smoothing]] (actors, mon
- readme_macos @guide:2.2
- to engine features * Configuration menus and [[Renderer Appearance sidebar]] editor * On-the-fly [[... me [[command console]] Graphics: * OpenGL 3.3 renderer * World [[movement smoothing]] (actors, mon... inal games' limitation of 35 FPS * Stereoscopic rendering modes: anaglyph, side-by-side, cross-eye and... , [[vignette]], and [[fog]] effects * [[Dynamic lights]] with [[halos]] and [[lens flares]] * Dynamic
- readme_windows @guide:2.2
- to engine features * Configuration menus and [[Renderer Appearance sidebar]] editor * On-the-fly [[... me [[command console]] Graphics: * OpenGL 3.3 renderer * World [[movement smoothing]] (actors, mon... inal games' limitation of 35 FPS * Stereoscopic rendering modes: anaglyph, side-by-side, cross-eye and... , [[vignette]], and [[fog]] effects * [[Dynamic lights]] with [[halos]] and [[lens flares]] * Dynamic
- readme_macos @guide:2.3
- to engine features * Configuration menus and [[Renderer Appearance sidebar]] editor * On-the-fly [[... me [[command console]] Graphics: * OpenGL 3.3 renderer * World [[movement smoothing]] (actors, mon... inal games' limitation of 35 FPS * Stereoscopic rendering modes: anaglyph, side-by-side, cross-eye and... , [[vignette]], and [[fog]] effects * [[Dynamic lights]] with [[halos]] and [[lens flares]] * Dynamic
- doomsday @guide:2.3:man
- c map. The map can be specified either as the map number, a pair of numbers (episode and map), or the map identifier (e.g., "MAP12"). ; ''-width'' | ''-he... to engine features * Configuration menus and [[Renderer Appearance sidebar]] editor * On-the-fly [[... me [[command console]] Graphics: * OpenGL 3.3 renderer * World [[movement smoothing]] (actors, mon
- readme_windows @guide:2.3
- to engine features * Configuration menus and [[Renderer Appearance sidebar]] editor * On-the-fly [[... me [[command console]] Graphics: * OpenGL 3.3 renderer * World [[movement smoothing]] (actors, mon... inal games' limitation of 35 FPS * Stereoscopic rendering modes: anaglyph, side-by-side, cross-eye and... , [[vignette]], and [[fog]] effects * [[Dynamic lights]] with [[halos]] and [[lens flares]] * Dynamic
- readme_macos @guide:2.1
- to engine features * Configuration menus and [[Renderer Appearance sidebar]] editor * On-the-fly [[... me [[command console]] Graphics: * OpenGL 3.3 renderer * World [[movement smoothing]] (actors, mon... inal games' limitation of 35 FPS * Stereoscopic rendering modes: anaglyph, side-by-side, cross-eye and... , [[vignette]], and [[fog]] effects * [[Dynamic lights]] with [[halos]] and [[lens flares]] * Dynamic
- doomsday @guide:2.1:man
- c map. The map can be specified either as the map number, a pair of numbers (episode and map), or the map identifier (e.g., "MAP12"). ; ''-width'' | ''-he... to engine features * Configuration menus and [[Renderer Appearance sidebar]] editor * On-the-fly [[... me [[command console]] Graphics: * OpenGL 3.3 renderer * World [[movement smoothing]] (actors, mon
- readme_windows @guide:2.1
- to engine features * Configuration menus and [[Renderer Appearance sidebar]] editor * On-the-fly [[... me [[command console]] Graphics: * OpenGL 3.3 renderer * World [[movement smoothing]] (actors, mon... inal games' limitation of 35 FPS * Stereoscopic rendering modes: anaglyph, side-by-side, cross-eye and... , [[vignette]], and [[fog]] effects * [[Dynamic lights]] with [[halos]] and [[lens flares]] * Dynamic
- shader @assets
- } The given initial value may either be a single number or an array: * ''value = 0'' → float * ''... Name; </code> ===== Built-in variables ===== The renderer provides built-in variables that can be used ... form is updated once per frame/eye. | ==== Model renderer uniforms ==== In addition to the variables above, the model renderer automatically provides a set of uniforms for
- doomsday_engine
- been written in C and C++. It uses [[open_gl]] to render graphics with 3D objects, particle effects and dynamic lights. It supports DirectSound3D and for 3D sound effe... or MS-DOS and the Watcom compiler, and there were numerous places where the computer hardware was being accessed directly, for instance the graphics rendering code. Since Win32 was going to be the projec... irst subsystem to be completely rewritten was the renderer. During the summer of 1999, new texture handl