![]() Very small sprites (such as POB2A0) are visible, contrarily to "smart", even if they are offset in the ceiling (such as CDRP0) and tall sprites (such as TGRNA0) do not seem to hover above the floor, contrarily to "always". The amount by which they are adjusted is scaled according to the overall height of the sprite. Smarter: Offsets are adjusted in a wider range of cases than with "smart", including if they sink in the ceiling.Always: Offsets are always adjusted if they make the sprite sink in the ground.Smart: Offsets are only adjusted if they meet certain criteria.Never: Offsets are not adjusted at all.The adjustment cheats by adjusting their offset so that they are less cut off. ![]() The result is that many sprites are abruptly cut off when they shouldn't be. Gl_spriteclip The OpenGL renderer clips off sprites when they go "within" a floor or ceiling whereas the software renderer overdraws them, a fact which has been willfully exploited to fake certain perspective effects. Adjust sprite clipping (Never/Smart/Always/Smarter).This option allows to let fullbright or brightmapped sprites retain their brightness. Gl_spritebrightfog The software renderer is unable to handle full brightness in foggy or faded areas, and by default the OpenGL renderer emulates this. This option allows to fine-tune this effect to restrict it to light powerups (both infrared and torch) or just the infrared, and it can as well disable the sight of stealth monsters altogether. Gl_enhanced_nv_stealth If enhanced night vision is on, monsters with the STEALTH flag can be seen while an effect altering vision with a fixed colormap is active. ENV shows stealth monsters (Never/Infrared only/Infrared and torch/Any fixed colormap).If on, however, the light amplification visor shows the world geometry in green and the sprites of monsters and items are in inverted colors while everything illuminated by the torch lies in a flickering golden light. If "off", they behave like the software renderer and merely give full brightness to everything. Gl_enhanced_nightvision Enables or disables the enhanced nightvision effect which changes how the PowerLightAmp and PowerTorch effects work. Gl_mirror_envmap Enables or disables the use of the mirror.png texture (contained in gzdoom.pk3) as an environment map on mirrors. It specifically affects A_Light and its variants. Gl_weaponlight How effective the weapon brightens the player's view when shooting. Weapon light strength (0-32, by 2 increments).This is recommended for white fogs but should not be used for black fogs. Gl_brightfog If this option is turned on, foggy sectors use full brightness and treat the light level as fog density. Note that all sector light modes except "Software" and "Vanilla" implement standard Doom diminishing light as black fog, so if the fog mode is set to "Off", everything will appear as its normal light level regardless of distance. If shaders are unavailable, the GLSL-based modes fall back to "Doom" mode. Vanilla: GLSL-based emulation of original Doom's lighting, in theory, but in practice appears a step darker overall. ![]()
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