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rend-sprite-blend

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1.9.0-beta6 @version
49 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
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
detailed_list_of_changes_in_doomsday_version_1.9.7 @version
20 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... avior can be overridden with the new [[:cvar]] [[:rend-hud-nostretch]]. * Resolution independent aspe... objs as used with fakeradio. Default value for [[:rend-shadow-darkness]] is now 1.2 * Use a slightly
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
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

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