Fulltext results:
- 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-beta1...4 @version
- lighting. It is a combination of manually-placed light sources and smoothed sector lights. Once finished... s lighting must be enabled manually (by setting ''rend-bias'' to one), and it has not been fully adjuste... line-of-sight tests and leaking of smooth sector light. To an extent these issues are insignificant, but... in situations (lots of moving planes, many sector light changes). The LOS test hasn't been touched yet.
- 1.9.0-beta5 @version
- bug with plane glows not affecting models. * [[rend-ambient-light]]: [[cvar]] was being reset on level load. ====... day_control_panel]]. ==== Renderer ==== * [[rend-mobj-light-auto]]: [[cvar]] enable automatically calculated lights for mobjs. * [[rend-sprite-alpha]]: [[cvar]] enable variable translucency on sprites. * [[rend-dev-sky]]: [[cvar]] render the sky as a solid sur
- detailed_list_of_changes_in_doomsday_version_1.9.7 @version
- 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... avior can be overridden with the new [[:cvar]] [[:rend-hud-nostretch]]. * Resolution independent aspe... d line. * [[:cvar]]s [[:con-alpha]] and [[:con-light]] are now defined as floating-point. * Use the
- overview_of_resources_doomsday_1.x @modding
- resources in the //Patches// directory. ===== Light maps ===== Light maps are monochrome images that can be used with dynamic lights. The dimensions of a light map must be powers of two, for example 256 x 256.... values of the image. Example: If you assign the light map "Round" to a light source, images with that f
- 1.9.0-beta6.9 @version
- ng 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 lightlev... a smoothing (enabled by default). * [[cvar]] [[rend-dev-polyobj-bbox]] 1= Render polyobj bounding box
- run_doomsday_on_old_hardware @howto
- nd-particle-rate]]// cvar. * Disable [[dynamic_light]]s. Set the //[[rend-light]]// cvar to zero. ====== Slow graphics card ====== Disabling or lowering these GPU-intensive s... le simulated radiosity (FakeRadio). Set the cvar _rend-fakeradio_ to zero. * Disable dynamic lights o... sable particle effects or lower the value of the _rend-particle-rate_ cvar. * Disable detail textures
- detailed_list_of_changes_in_doomsday_version_1.9.9 @version
- ire: rising lava floor in the starting room). The light origin Z coordinate and the plane height were not... derer: lumobj => BSP leaf contact spreading. * Light source from the Rocket Launcher missile at the wr... * Mobjs outside the playable map should not emit light. {{:sfbug|945}} * Logging of missing materials... = * Added a camera vignette effect. Cvars: [[:rend-vignette]], [[:rend-vignette-darkness]] and [[:re
- detailed_list_of_changes_in_doomsday_version_1.10 @version
- use not trapped. * Bias Lighting: Inconsistent light source color => wall surface attribution. * Map: Fatal error with {{:var|rend-tex}} = 2. * Map: Fatal error with {{:var|rend-dev-mobj-bbox}}. * Map: "Missing" material not alw... ill continue). * Stage animation mechanism for light decorations that works independently from layer s
- detailed_list_of_changes_in_doomsday_version_1.13 @version
- a particle at a degenerate BSP leaf. * {{:var|rend-info-tris}} was removed as obsolete (and broken).... classes. * Oculus Rift rendering mode ({{:var|rend-vr-mode}} 9). * Support for NVIDIA 3D Vision a... rdware support for stereoscopic rendering ({{:var|rend-vr-mode}} 13). * Reorganized all frame effects... rtex_array'' were removed. * Optimized dynamic light contact spreading, avoiding unnecessary memory al
- source_prefixes @devel
- ing|Clipper]] (engine-internal) | | DL| [[dynamic_light|Dynamic Lighting]] (engine-internal) | | H| [[len... PG| [[particle_generator|Particle Generator]] | | Rend (*)| Renderer | | RL| Rendering List (engine-int... SB| [[bias_lighting|Shadow Bias]] | | SBE| [[bias_light_editor|Shadow Bias Editor]] | ====== Graphics
- readme_macos @guide:2.1
- ld objects (with per-vertex lighting and multiple light sources), [[skies]], [[skyboxes]], and [[particle... s and world surfaces * Automatic world surface (light) [[decorations]] * [[Detail texturing]], shine ... change console variable values as follows:<code> rend-camera-fov 110</code> **Shortcut key.** You shoul
- doomsday @guide:2.1:man
- ld objects (with per-vertex lighting and multiple light sources), [[skies]], [[skyboxes]], and [[particle... s and world surfaces * Automatic world surface (light) [[decorations]] * [[Detail texturing]], shine ... change console variable values as follows:<code> rend-camera-fov 110</code> **Shortcut key.** You shoul
- readme_windows @guide:2.1
- ld objects (with per-vertex lighting and multiple light sources), [[skies]], [[skyboxes]], and [[particle... s and world surfaces * Automatic world surface (light) [[decorations]] * [[Detail texturing]], shine ... change console variable values as follows:<code> rend-camera-fov 110</code> **Shortcut key.** You shoul
- detailed_list_of_changes_in_doomsday_version_1.12 @version
- ided lines. ===== {{tag|Renderer}} ===== * Light decorations disappear instantly at distance. * ... mory requirements through reformatting. * Bias light sources in the void are dynamically occluded. * Added cvar {{:var|rend-dev-sector-show-indices}}, enable drawing of sect