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Showing results for tags 'renderer'.
I'm well aware that the engine doesn't have actual support for VR headsets. Last I heard that was being worked on and I hope we will be seeing this feature next year. But what about basic stereoscopy with proper eye separation? Red-cyan anaglyph, side-by-side separation, interlaced... will those modes be supported? Someone said that idTech 4 should have come with such support, but when I tried setting the cvars in TheDarkMod nothing happened. I ask because I have red-cyan glasses, and as of this month also a cheap VR headset. The headset only works as a standard display on my Linux b
https://bugs.thedarkmod.com/view.php?id=5055 There seems to be an issue with shadow rendering in the engine: When enabling both Stencil Shadows and Soft Shadows, shadows get incorrectly mapped and are stretched across the screen in front of the camera. I have no issues when using Stencil Shadows without shadow softness, nor when using Map Shadows both with and without soft shadows. I'm running TDM 2.07 x64. My operating system is Linux openSUSE Tumbleweed x64. Kernel 5.2.14. Mesa 19.1.7 (amdgpu module). My video card is an AMD Radeon XFX R9 390. I attached two screenshots from t
I recently saw a post about the functionality of the idTech 6 engine, which brought this suggestion to my attention. It's actually a simple and trivial improvement, although I can imagine people missing it and not thinking about its absence. Also keep in mind I don't know the lighting code of TDM, and everything I say is purely out of observation. Like most engines that use dynamic lighting, TDM tends to have considerable performance issues when a lot of lights are rendered at once. This is often because of shadows and possibly other calculations. A common way to prevent extra computation in