Fulltext results:
- map_info_syntax @ded
- Horizon offset = 0; Sky height = 0; Sky light color = 0; Sky Layer { # or "Sky Layer 1" ... hunder sound effects and random flashes of bright lighting in sky-lit sectors. | | nointermission | Do not show an ... egative angles move the horizon downwards. ==== Sky light color (deprecated) ==== RGB color. Outdoor areas will be tinted this color. ==== Sky Layer (deprecated) ==== ; Color limit : Spec
- model @assets
- 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 rendering. The material can also be changed from timeli
- 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... library) must always be loaded from real files. skyjake has created a simple utility for automaticall... tion textures can be of any size. The engine will render them scaled so that they fit the size of the or
- 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
- doomsday @guide:2.2:man
- 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
- 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:2.3
- 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
- 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 bugs have also been fixed in the game menus and resource
- readme_macos @guide:2.1
- * 3D models for world objects (with per-vertex lighting and multiple light sources), [[skies]], [[skyboxes]], and [[particles]] * Environmental mappi... s and world surfaces * Automatic world surface (light) [[decorations]] * [[Detail texturing]], shine ... based on their contents. The [[https://github.com/skyjake/Doomsday-Engine/blob/master/doomsday/apps/lib... external textures can be enabled and disabled in Renderer settings. </note> **Checking for updates.**
- readme_windows @guide:2.1
- * 3D models for world objects (with per-vertex lighting and multiple light sources), [[skies]], [[skyboxes]], and [[particles]] * Environmental mappi... s and world surfaces * Automatic world surface (light) [[decorations]] * [[Detail texturing]], shine ... based on their contents. The [[https://github.com/skyjake/Doomsday-Engine/blob/master/doomsday/apps/lib... external textures can be enabled and disabled in Renderer settings. </note> **Checking for updates.**
- doomsday @guide:2.1:man
- * 3D models for world objects (with per-vertex lighting and multiple light sources), [[skies]], [[skyboxes]], and [[particles]] * Environmental mappi... s and world surfaces * Automatic world surface (light) [[decorations]] * [[Detail texturing]], shine ... based on their contents. The [[https://github.com/skyjake/Doomsday-Engine/blob/master/doomsday/apps/lib... external textures can be enabled and disabled in Renderer settings. </note> **Checking for updates.**
- 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... eing 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 handling and player view rendering code was written. Much of this code remains
- doomsday @guide:2.0:man
- * 3D models for world objects (with per-vertex lighting and multiple light sources), [[skies]], [[skyboxes]], and [[particles]] * Environmental mappi... s and world surfaces * Automatic world surface (light) [[decorations]] * [[Detail texturing]], shine ... based on their contents. The [[https://github.com/skyjake/Doomsday-Engine/blob/master/doomsday/apps/lib... external textures can be enabled and disabled in Renderer settings. </note> **Checking for updates.**