Fulltext results:
- 2.3
- 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 replicate a 2D sprite appearance more faithfully. ===== Fixes ===== ... to use color adjustments when running in windowed mode. * Fixed how looking up and down affects bullet
- 1.9.0-beta1...4
- 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
- 1.9.0-beta5
- automatically calculated lights for mobjs. * [[rend-sprite-alpha]]: [[cvar]] enable variable translucency on sprites. * [[rend-dev-sky]]: [[cvar]] render the sky ... ) using the "missing" texture (for debug). * [[rend-tex]]: [[cvar]] added render mode 2 to aid lighting debug. ==== Linux/Unix ====
- 1.9.0-beta6
- ites. * High resolution textures/flats/patches/model skins not affected by [[rend-tex-gamma]]. * Drawing Models whose skin is de... 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
- 1.9.0-beta6.1
- ==== Fixes ===== ==== Engine ==== * Fixed: Models would not be drawn if their origin was not visi... * Fixed: [[material]] definitions referencing [[sprite]] [[patch]]es not working (http://sourceforge.net... * Fixed: Only the last viewport is drawn if the render lists are frozen or if the view player is in th... generators are now linked into the world once per render frame and used for all viewports. Plus various
- 1.9.0-beta6.3
- frames. * SIGSEGV when attempting to prepare a model, from a definition which requests the automatic scale-to-sprite feature but the sprite it references can not be found. * Remote vulnerability in Cl_ReadSoundDelta2 du... 99). * Flags in Sky definitions ignored. === Renderer === * SIGSEGV when attempting to draw a w... imes visible when they should not be. * Subtle render list/ GL state issue which could result in shin
- detailed_list_of_changes_in_doomsday_version_1.9.7
- Uri] * mismanagement of GL_TEXTURE_2D state in model renderer * Doom: Doom title screen displayed when p... map: missing "All marks cleared" message * sky models not rendered * [395] regression: HacX fails to start [m... oned exactly the same as the original games' * rend-dev-wireframe 1 will only affect player view; added mode 2 for wire framing the UI/fonts ====== Fixes ==... 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.
- detailed_list_of_changes_in_doomsday_version_1.9.9
- 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_1.9.10
- * Fatal error attempting to enter lighting debug mode ({{:var|rend-tex}} 2). ===== Platform-specific ===== * U... ng a new map). * Incorrect world dimensions of sprites with high-resolution texture replacements. * ... space flat/patch resource lookup errors. * Sky models and various map properties invalid after an eng... latform-specific ===== * The default display mode is fullscreen with desktop resolution on Windows
- detailed_list_of_changes_in_doomsday_version_1.13
- (body) direction. * Side-by-side stereoscopic rendering modes use a mapped input mode that allow using the mouse for accessing both the... managed by libgui's GL2 classes. * Oculus Rift rendering mode ({{:var|rend-vr-mode}} 9). * Support for NVIDIA 3D Vision and other... cards that have hardware support for stereoscopic rendering ({{:var|rend-vr-mode}} 13). * Reorganized all frame effects (damage... naging all logical resources including materials, sprites and textures. * Added {{:cmd|inspectmap}} for