Fulltext results:
- 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
- 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
- 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-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
- 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 ====
- 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-beta6.1 @version
- ==== 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 @version
- 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
- 1.9.0-beta6.8 @version
- onger case sensitive. * Revised lighting of [[psprite]]s when using the DOOM lighting model to more closely emulate the original games. * ... s ===== ==== Engine ==== * Added [[cvar]] [[rend-dev-sky-always]]: 1= Always render the sky, even if there are no sky surfaces visible. For debug. ===
- 1.9.0-beta6.9 @version
- more realistically when using the sector lighting model. Default value for [[rend-light-wall-angle]] is now 1.2f as the new smoothing makes this less noticeable. * [[cvar]] [[rend-light-wall-angle-smooth]] 1= Enable wall angle li... a smoothing (enabled by default). * [[cvar]] [[rend-dev-polyobj-bbox]] 1= Render polyobj bounding boxes (for debug). ==== Heretic ==== * Support for
- 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.
- 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_1.9.10 @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
- 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
- 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