Fulltext results:
- 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]... .md5mesh" } This asset is for a player weapon model that will be drawn instead of a 2D psprite. The weapon identifiers (e.g., "wand") are define... t autoscaling. | | ''fov'' | Custom FOV angle for rendering a player weapon model. Not set by default (value is zero), which means
- model @ded
- of the model with the camera. | | autoscale| The model is automatically scaled to match the dimensions of the 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
- 1.9.0-beta6 @version
- 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-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 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
- 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.
- gl2_model_renderer @modding
- ====== Model renderer (Doomsday 2) ====== The GL2 model renderer is the primary user of [[assets:model|3D model assets]]. Whenever a [[assets:model|model asset]] is present in a loaded [[fs:package]], the model renderer loads the 3D model data into memory and, when... eded OpenGL resources for drawing the model. The renderer can use 3D models in several ways: * Things (mobjs) can be re
- detailed_list_of_changes_in_doomsday_version_1.13 @version
- (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
- overview_of_resources_doomsday_1.x @modding
- ss has its own subdirectory under the //data/<gamemode>/// directory. The table below lists the resource... lings) | | Patches| Graphics for menus, fonts and sprite frames | | LightMaps| Textures for dynamic lights... s directory can have a subdirectory for each game mode. For example, textures meant only for Final Doom:... ternal resource, it first checks the current game mode's subdirectory. If no suitable resource is found
- 1.9.0-beta5 @version
- 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 ====
- generator_syntax @ded
- . | |point |Render particle as a point. | |texNN |Render the particle as a point-sprite using a texture loaded from the "data/<game-modul... For example: ''"tex01"'' → //particle01.png// | |modelNN |Render the particle as a model using the definition with ID ParticleNN. | ; Tics : Number of tics that ... icle will be lost in one tic. ; Frame : First model frame in the animation sequence of a model parti
- sky @ded
- 0; Color limit = 0.0; }; Model { ID = ""; Layer = 0; ... ion | | sphere| Draw the sky sphere even when sky models have been set up. | ==== Height ==== Height... ==== Layer 1...2 ==== Only one of **Texture/Flat/Sprite/System** can be specified for a given layer. If m... By default the layer is disabled and will not be rendered. | | mask| Layer texture's color zero should
- detailed_list_of_changes_in_doomsday_version_1.9.9 @version
- 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
- 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-showfix]], etc...). * When drawing psprites the "static" weapon offset sc
- detailed_list_of_changes_in_doomsday_version_1.9.10 @version
- * 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
- 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 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