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 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
- 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
- light @ded
- [[modding:state|State]] definition other wise no light will be rendered. The [[modding:state|State]] definitions can be found in Objects.ded so if you want to add a light to a [[modding:state|State]] that is not fullbrig... e>The engine calculates the properties of dynamic lights based on the sprite frame of the light source. Any zero values in the Light definition will be replaced
- material_syntax @ded
- Glow = 0.0 Glow Rnd = 0.0 } } Light { Pattern offset { 0 0 } Pattern skip { 0... be applied to tics. ; Glow : Strength of the light emitted by this material (self-illumination). ;... endent glow strength randomization factor. ==== Light (1.10 →) ==== {{ file:doom_light_decorations.jpg?235x0}} Up to 16 light decorations can be attached to
- 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]] ... ) using the "missing" texture (for debug). * [[rend-tex]]: [[cvar]] added render mode 2 to aid lighting debug. ==== Linux/Unix ==== * Added [[-g
- decoration @ded
- ====== Decoration (DED) ====== Light decorations for surfaces. You can define multiple Decorations for ... at [[Material]] definitions can be used to define light decorations, as well. ===== Syntax ===== ... ion can be used with external resources. Light { # Each decoration can specify up to 16 lights. Offset { 0.0 0.0 } # Origin
- 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... n. ==== shadow1 ==== (Value = 0x2) The model is rendered with 33% (?) translucency. When using this fl... d. ==== shadow2 ==== (Value = 0x4) The model is rendered with 66% (?) translucency. When using this fl... 00) ==== noz ==== (Value = 0x8000) The model is rendered with Z-buffer writes disabled. ==== nomaxz =
- 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
- 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
- doomsday @guide:2.1: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_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
- 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
- readme_windows @guide:2.0
- to engine features * Configuration menus and [[Renderer Appearance sidebar]] editor * On-the-fly [[... me [[command console]] Graphics: * OpenGL 2.1 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:2.2
- 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