Fulltext results:
- version
- 81 |Packages, Home 2.0 replaces Snowberry, new 3D model renderer, basic game options in Shell GUI | ^ |||| | ... | 1094 |Frame post-processing FX, stereoscopic rendering | ^ |||| | 1.12 | [[version:1.12.2]] | 1036
- 2.3 @version
- in Heretic. It can be controlled via scripts. **Renderer.** Player HUD weapon models may specify a custom FOV value for rendering so that model authors have more control over the appearance, for instance to
- reference @script
- ing engine configuration and controlling [[assets:model#timelines|3D model asset animation]]. Doomsday Script is not a compiled language and thus is not intende... an be used for the following: * **Animating 3D models:** * [[assets:scripting_with_stateanimator|I... or when the thing state changes]] * [[assets:model#timelines|At specific points in time]] * Mani
- map_info_syntax @ded
- "Sky Layer 2" # see above } Sky Model { ID = ""; Layer = 0; Frame int... s. | | sphere | Draw the sky sphere even when sky models have been set up. Only valid when NOT using a li... By default the layer is disabled and will not be rendered. | | mask| Layer texture's color zero should ... of the texture to use for this layer. ==== Sky Model (deprecated) ==== There can be up to 32 Sky Mode
- model @assets
- === 3D model assets ====== This page is about 3D model assets that can be rendered in the game world using the [[modding:GL2 model renderer]]. The article applies to version [[version:2.2]... t autoscaling. | | ''fov'' | Custom FOV angle for rendering a player weapon model. Not set by default (value is zero), which means ... e model file are currently ignored. The shader ''model.skeletal.normal_specular_emission'' (from the //net.dengine.client.renderer// package) is used by default to render all 3
- 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 usin
- 2.2 @version
- r starting an enemy’s attack. **Separate FOV for rendering player weapons.** The FOV angle for weapon 3D models is now separate from the rest of the view. This alleviates issues with weapon models not being drawn as the author intended, since one is free to alter the renderer’s FOV angle at any time. **Flatpak for Linux... rial#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
- tion textures can be of any size. The engine will render them scaled so that they fit the size of the or... = Detail textures are grayscale images that are rendered on top of normal textures when walls and plan... f regular textures. The console variables {{var|rend-tex-detail}}, {{var|rend-tex-detail-far}}, {{var|rend-tex-detail-strength}} and {{var|rend-tex-detail-s
- 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
- assets
- in [[version:1.15]]. It was only used for the GL2 model renderer. In [[version:2.0]], new asset types were added for particle texture images and 3D model reflection cube maps.