Tracker: Issueshttps://tracker.dengine.net/https://tracker.dengine.net/favicon.ico?13985035312013-10-22T08:07:44ZTracker
Redmine Doomsday Engine - Feature #1628 (New): Surface mesheshttps://tracker.dengine.net/issues/16282013-10-22T08:07:44Zskyjake
<p>Instead of a simple flat surface with a couple of triangles, a surface could be created using a mesh which could be statically or dynamically deformed using a shader or simply precalculated vertex positions.</p> Doomsday Engine - Feature #1615 (Progressed): Sloped planeshttps://tracker.dengine.net/issues/16152013-10-20T21:28:39Zskyjake
<p>Floor/ceiling (or other) planes that have a freely chosen normal vector.</p> Doomsday Engine - Bug #1591 (Progressed): [BSP] Fully overlapped map geometry is not always splithttps://tracker.dengine.net/issues/15912013-10-18T10:55:50Zskyjake
<p>Fully overlapped map geometry is not always split when building the BSP (partial overlaps are split correctly).</p> Doomsday Engine - Feature #1529 (New): Sound affected by the worldhttps://tracker.dengine.net/issues/15292011-03-25T11:56:48Zvermil
<p>In Doom, wheter a sound is heard by the player is based solely off distance from the source.</p>
<p>How's about an optional sound def option to make wheter a player can hear a sound, based off the world?</p>
<p>I.e. the sound doesn't travel through walls, closed doors and the like as if they aren't there. (if there is no open passage from the sound source to the player, the player won't hear the sound).</p> Doomsday Engine - Bug #883 (New): [Hexen] Map 2: HOM in floor near x:-425 y:2943 (clip cull)https://tracker.dengine.net/issues/8832010-04-03T00:44:56Zdanijdanij@dengine.net
<p>Geometry is constructed fine for this area however HOM is visible due to the subsector being considered as occluded by the linedef(s) of the polyobj in a neighbouring subsector.</p>
<p><strong>Labels:</strong> OpenGL Renderer</p> Doomsday Engine - Feature #1233 (New): Surface decorations using 3D modelshttps://tracker.dengine.net/issues/12332003-07-10T03:24:02Zskyjake
<p>Ability to add better 3D detail to levels, such as proper <br />cracks in walls, pipes hanging from ceilings, railings, <br />houses, flagpoles etc..... to levels.Not saying total 3D, <br />but so the detail could be increased aside from Hi-Res <br />tectures etc.........</p>
<p><strong>Labels:</strong> Graphics</p>