Fulltext results:
- 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.
- 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 ====
- 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
- 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 ... tion textures can be of any size. The engine will render them scaled so that they fit the size of the or
- 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
- 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
- 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
- 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
- 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
- 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
- tex_c @modding
- texture data. When using such an editor, TexC is rendered somewhat useless. But due to the TX source fi... m graphics format, the same one that is used with sprites, for instance. It is important to note that the... e, use the -f option. It stands for 'full import' mode. Keywords representing the obsolete data will be