Fulltext results:
- 1.8.5 @version
- fects) * [[reflection]] definition * cvar [[rend-tex-shiny]]: enable surface reflections * [[model]]:Sub:Shiny reaction: how much shiny textures react to angle changes * cvar [[rend-model-shiny-strength]]: shininess factor for all models (0..1) * [[
- 1.9.0-beta1...4 @version
- ===== Renderer ===== * fixed usage of GL_ATI_texture_env_combine3 (caused problems with rendering shiny surfaces). * fixed: light & halo not centered ... ames (now compatible with Win + Linux) * fixed rendering of [[shiny_model]]s (multitex and non-multitex) * fixed m... or, and alpha) * [[console]]: game information texts moved to the title bar * improved: [[consol... efinitions ===== * [[decoration]]:Light:Flare texture is deprecated. Use "Flare map" instead ====
- 1.9.0-beta6 @version
- n all games. * Emulate AASTINKY/AASHITTY (etc) texture handling used for DOOM.exe renderer effects. * Texturing problems with maps bu... nal (un-translated) sprites. * High resolution textures/flats/patches/model skins not affected by [[rend-tex-gamma]]. * Drawing Models whose skin is de... they are sent to the render lists. * Changed [[rend-tex-gamma]]: [[cvar]] Now accepts a floating point va... a]]: [[ccmd]] Is now obsolete, instead use cvar [[rend-tex-gamma]] for changing texture gamma. * Revised "torch light" works with
- 1.9.0-beta6.2 @version
- e other side when they should not be. * Fixed: Rendering glitch with shiny surfaces that do not specify a mask texture. ==== Common code library ==== * Fixed:... nowberry ==== * Fixed: Language files missing text string for "sound-driver-directsound". ==== ds... ums). * Changed: Use busy mode when doing a GL texture reset. ==== jDoom ==== * Changed: "msgr... ===== ==== Engine ==== * Added: [[cvar]] [[rend-dev-lums]] 1=Enable lumobj debug display. ====
- 1.9.0-beta6.3 @version
- imes visible when they should not be. * Subtle render list/ GL state issue which could result in shiny surfaces sometimes being drawn without their spec... of the gltexture interface for model skins, model shiny skins, lightmaps and custom flare textures. * Optimize: Adopted Lee Killough's metho... [bsp]] rather than the [[blockmap]]). * Ensure shiny textures are uploaded with texture compression disabled (banding is very noticea... e). * Rather than draw an untextured quad if a texture for a given particle cannot be found, use the
- model @ded
- tshiny| Lighting should be applied to the model's shiny texture (if defined). | | movpitch| Enables model's p... showcasing items etc. | | twosided| The model is rendered with both sides of each face drawn. Useful for simple models with texturized planes in which both both sides must be vi... ==== Offset to model Y coordinate, applied when rendering. Affects all submodels. Modifies the Y compo... set to model X, Y and Z coordinates, applied when rendering. Affects all submodels. ==== Sprite ====
- reflection @ded
- (DED) ====== Any surface (flats or walls) can be rendered with [[shiny surface]] properties. This allows for some very i... ecular "reflections". You can use a mask with the shiny surfaces to mask out areas of shininess but a mas... so increase the effect of shininess on areas of a texture. Reflection definitions support the use of an... ract. ===== Syntax ===== Reflection { Texture = ""; # The wall texture this reflec