Fulltext results:
- 1.9.0-beta6 @version
- ermining the position of automatically calculated lights and halos on sprites was broken. This resulted in... origin was always in the top left quarter of the sprite. * Filters and special filter drawing, affecti... er a texture replacement was in use. * Dynamic lights for palette-translated sprites were coloured acco... tures/flats/patches/model skins not affected by [[rend-tex-gamma]]. * Drawing Models whose skin is de
- overview_of_resources_doomsday_1.x @modding
- lings) | | Patches| Graphics for menus, fonts and sprite frames | | LightMaps| Textures for dynamic lights | | Music| Background music | | Sfx| Sound effects | ... 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
- 1.9.0-beta1...4 @version
- 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 boun... d for collision detection) for debug. * cvar [[rend-dev-cull-subsectors]]: disable non-visible subsector culling for debug. * cvar [[rend-glow-scale]]: multiplier for wall glow height =
- 1.9.0-beta5 @version
- day_control_panel]]. ==== Renderer ==== * [[rend-mobj-light-auto]]: [[cvar]] enable automatically calculated lights for mobjs. * [[rend-sprite-alpha]]: [[cvar]] enable variable translucency on sprites. * [[rend-dev-sky]]: [[cvar]] render the sky as a solid surface (for debug). * [[rend-dev-tex-showfix]]: [[cvar]] render surfaces which
- 1.9.0-beta6.1 @version
- heir origin was not visible. * Fixed: "Dynamic lights bleeding through solid walls" (http://sourceforge... * Fixed: [[material]] definitions referencing [[sprite]] [[patch]]es not working (http://sourceforge.net... ther side. This also fixes the problem of dynamic lights spreading under similar circumstances. * Optim... ===== ==== Engine ==== * Added: [[cvar]] [[rend-dev-generator-show-indices]] Display particle gen