Fulltext results:
- 2.2.2 @version
- g fixes: * 3D models that use the new [[assets:model|.pack format and modern shaders]] were partially invisible due to being rendered with incorrect clip plane distances. * Player 3D weapon models that use the [[assets:model|new .pack format]] are now more consistently positioned on screen when using 4:3 and 16:9 view aspect ratios. * The "cubeshot" console command that g
- overview_of_resources_doomsday_1.x @modding
- tion textures can be of any size. The engine will render them scaled so that they fit the size of the original texture. This means the aspect ratio of the new texture doesn't have to be the s... of the original images. Otherwise the size and/or aspect ratio will not be right for the resource. For e... = Detail textures are grayscale images that are rendered on top of normal textures when walls and plan
- 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... ld objects * [[Particle effects]] system * 3D models for world objects, [[skies]], [[skyboxes]], and
- 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... ld objects * [[Particle effects]] system * 3D models for world objects, [[skies]], [[skyboxes]], and
- 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... ld objects * [[Particle effects]] system * 3D models for world objects, [[skies]], [[skyboxes]], and
- 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... ld objects * [[Particle effects]] system * 3D models for world objects, [[skies]], [[skyboxes]], and
- 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... ld objects * [[Particle effects]] system * 3D models for world objects, [[skies]], [[skyboxes]], and
- 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... ld objects * [[Particle effects]] system * 3D models for world objects, [[skies]], [[skyboxes]], and
- packages @fs
- ackage. For example, an asset could be a [[assets:model|3D model]] that the renderer would use to represent a thing of a particula... pointing to the package containing the asset. The model renderer would then be notified of the availability of
- 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... ld objects * [[Particle effects]] system * 3D models for world objects (with per-vertex lighting and
- 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... ld objects * [[Particle effects]] system * 3D models for world objects (with per-vertex lighting and
- 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... ld objects * [[Particle effects]] system * 3D models for world objects (with per-vertex lighting and
- shader @assets
- he uniform 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 ... tion are needed). The values are updated for each model that is rendered. ^ Uniform ^ Type ^ Description | | ''uMvpMatrix'' | mat4 | The combined model-view-projection matrix. | | ''uWorldMatrix'' | ma
- doomsday @guide:2.0:man
- 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... ld objects * [[Particle effects]] system * 3D models for world objects (with per-vertex lighting and
- readme_macos @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... ld objects * [[Particle effects]] system * 3D models for world objects (with per-vertex lighting and