The mugshot is by far my favorite part of the status bar.Eruanna wrote:(I really like my Doom status bar... *sniff*)

Moderator: Graf Zahl
The mugshot is by far my favorite part of the status bar.Eruanna wrote:(I really like my Doom status bar... *sniff*)
It does look very nice.Graf Zahl wrote:which is the best GL extension loader I have found yet.
You mean... something like this?Nash wrote: That would allow mappers to make 3D-floor deep waters that have reflective surfaces (currently this combination of setup is impossible). And of course this should be switchable for the user.
I'm ready for the testingdpJudas wrote:Okay got it. KHR_DEBUG to the gl_extlist.txt file it is.
I think the fix for http://forum.drdteam.org/viewtopic.php?f=24&t=7042 also fixes this one. At least toggling that on and off on my local copy works fine.ZZYZX wrote:r_drawplayersprite 0 (often used as part of nice screenshot bind) results in horrible behavior. If bloom is enabled there will be no bloom, if tonemap is enabled you will simply get pitch black screen.
The immediate thing that comes to mind is allowing fullbright sprites to be affected by dynamic lights.dpJudas wrote: Because the scene texture is in the RGBA16F floating point format we are technically doing HDR rendering now - we can do lights beyond 1 (light level 255). As tonemap operators aren't really needed unless we go beyond this range (they map things down to 0-1) it opens the question whether we should try extend Doom in ways that allow for more fancy lighting. For example maybe we could allow sector lights beyond 255? I'm not sure what possibilities we have here - maybe gzdoom already supports it.