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rend-sprite-blend

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model @assets
53 Hits, Last modified: 5 years ago
//(state)// (used with ''model.thing.*''). | | ''render.*''| Instructions for the renderer, e.g., which blending to use on which meshes. | | ''notifiedStates''... pecular_emission'' (from the //net.dengine.client.renderer// package) is used by default to render all 3D models. It supports normal maps, specular reflections, and emitted light. It is possible to render the model with a different shader, and also use
1.9.0-beta6 @version
50 Hits, Last modified: 8 years ago
ow be mixed freely, allowing a single sequence to blend between any texture types freely (e.g. flat to texture to sprite to flat). * Map building API allows [[plugin]]... enuation distance (default is 1024). * Added [[rend-dev-nosprite]]:[[cvar]] Disable drawing of sprites and masked walls (default is off), not archived. * Added [[rend-dev-surface-show-normals]]:[[cvar]] Enable drawin... mals (default is off), not archived. * Added [[rend-dev-vertex-show-indices]]:[[cvar]] Enable drawing
model @ded
28 Hits, Last modified: 8 years ago
e original sprite. | | brightshadow| The model is rendered with additive blending and 80% translucency. | | brightshadow2| The model is rendered with additive blending (equivalent to //[[#Blendmode]] = add//). | | darkshadow| The model is rendered with inverse-additive blending (equivalent to //[[#Blendmode]] = dark//). | | fullbright| The model is rendered with the maximum light level (corresponds sector
1.9.0-beta1...4 @version
24 Hits, Last modified: 8 years ago
ont format that supports RGBA bitmaps * cvar [[rend-sprite-mode]]: 1 = draw sprites and masked walls with hard edges * cvar [[rend-dev-mobj-bbox]]: debugging aid - render mobj bounding boxes (sized to match the box used for collision detection) for debug. * cvar [[rend-dev-cull-subsectors]]: disable non-visible subsec
detailed_list_of_changes_in_doomsday_version_1.9.7 @version
22 Hits, Last modified: 8 years ago
e graphic which is then scaled and clipped out at render time. This addresses various GL filtering issues where a sprite contains color information in the edge texels. ... 02 * New approach to drawing the player weapon sprites which aims to preserve the original aspect ratio... ct ratio is equal or near to the original ratio, psprites will be stretched to fill the screen. If not, psprites will be centralized and scaled to fit while maint
generator_syntax @ded
21 Hits, Last modified: 8 years ago
spawned if the source mobj is being spawned. | | blendadd or blend| Particles of the generator are rendered using additive blending. | | blendrsub| Particles of the generator are rendered using reverse subtractive blending (framebuffer - particle). | | blendsub| Particles of the generator are rendered using subtractive blending (particle - framebuffer). | | blendmul| Particles of the generator are rendered using multiplicative blending (particle * fra
overview_of_resources_doomsday_1.x @modding
17 Hits, Last modified: 6 years ago
lings) | | Patches| Graphics for menus, fonts and sprite frames | | LightMaps| Textures for dynamic lights... tion textures can be of any size. The engine will render them scaled so that they fit the size of the or... l be scaled to match the original patch. ===== Sprite frames ===== Sprite frames are patches. They can be replaced with external resources just like all othe
detailed_list_of_changes_in_doomsday_version_1.9.9 @version
12 Hits, Last modified: 8 years ago
tioner resulting in small gaps in some maps. * Renderer: applying color translation for sprites. * Renderer: take middle wall section material opacity into account with sky-fix geometry. * Renderer: mishandling of all-masked textures resulting in brilliant white auto-lights. * Renderer: incorrect logic in R_MarkDependantSurfacesFo
detailed_list_of_changes_in_doomsday_version_1.11 @version
12 Hits, Last modified: 8 years ago
at runtime as opposed to using [[:game]]. ===== Renderer ===== * Logic errors in the drawable map... ation resulting in numerous incompatibilities and rendering artefacts when dealing with id Tech 1 map ha... tructs. * Fog was no longer being enabled when rendering the sky sphere/models. * Visual artefacts when combining debug rendering modes ([[:rend-dev-sky]], [[:rend-dev-tex-sh
2.3 @version
9 Hits, Last modified: 5 years ago
on 2.3 ====== This release enhances vanilla DOOM render hack support and adds new Doomsday Script bindi... .0,build3650~@# ===== New features ===== **DOOM render hacks.** //TNT: Evilution// and //The Plutonia Experiment// use several render/map hacks to take advantage of quirks in the original DOOM renderer. Many of these effects are now supported (or
1.9.0-beta6.9 @version
8 Hits, Last modified: 8 years ago
il&aid=2941879&group_id=74815&atid=542099 * Vissprites produced for mobjs whose origin sector is of zer... 14&group_id=74815&atid=542099 * "Chicken beak psprite yoffset incorrect". http://sourceforge.net/tracke... ===== ==== Engine ==== * Changed [[cvar]] [[rend-dev-mobj-bbox]] Draw bounding boxes for all mobjs... usy mode ends a transition effect may be drawn to blend between the screen shown whilst busy and the dest

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