This website requires JavaScript.
Explore
Help
Sign in
OrdinaryMagician
/
vkdoom_m
Watch
1
Fork
You've already forked vkdoom_m
0
Code
Activity
e73c283a97
vkdoom_m
/
src
/
rendering
History
Download ZIP
Download TAR.GZ
Dileep V. Reddy
e73c283a97
Making 3D-floors respond to r_dithertransparency properly.
2025-04-09 14:19:55 -03:00
..
2d
hooked up the per-level colormaps with the hardware renderer.
2023-10-29 08:13:01 +01:00
hwrenderer
Making 3D-floors respond to r_dithertransparency properly.
2025-04-09 14:19:55 -03:00
swrenderer
- Roll back filesystem changes. These were causing instabilities in the master branch that were interfering with development.
2025-01-04 11:27:21 -05:00
r_sky.cpp
- Fixed crash calling ChangeSky() with an invalid texture.
2021-05-29 15:07:45 -04:00
r_sky.h
- added missing #include.
2022-06-01 09:34:07 +02:00
r_utility.cpp
Added visual rendering for LinePortals and SkyPortals for OoB viewpoints. SkyPortals will be stenciled, and will always use perspective projection. Disabled interpolation when portalgroup changes (portal transition occurs) if viewpoint is OoB (was necessary for fog of war when r_radarclipper is set to true). Tightened up radar clipper by making it more aggressive. Voided walls wont' get filled in by a floor or ceiling sky (because of the stencil). Ceiling sky will be half-infinitely tall upwards, and floor sky will be half-infinitely tall downwards. Use only floor skies and a good GLSKYBOX for top-down/isometric cameras. Level.ReplaceTextures("F_SKY1", "SKY1", TexMan.NOT_FLOOR); (zscript) is a nice trick for WorldLoaded().
2025-04-09 14:19:55 -03:00
r_utility.h
Added visual rendering for LinePortals and SkyPortals for OoB viewpoints. SkyPortals will be stenciled, and will always use perspective projection. Disabled interpolation when portalgroup changes (portal transition occurs) if viewpoint is OoB (was necessary for fog of war when r_radarclipper is set to true). Tightened up radar clipper by making it more aggressive. Voided walls wont' get filled in by a floor or ceiling sky (because of the stencil). Ceiling sky will be half-infinitely tall upwards, and floor sky will be half-infinitely tall downwards. Use only floor skies and a good GLSKYBOX for top-down/isometric cameras. Level.ReplaceTextures("F_SKY1", "SKY1", TexMan.NOT_FLOOR); (zscript) is a nice trick for WorldLoaded().
2025-04-09 14:19:55 -03:00