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Renderer (Grouped)

Related tags: Console Renderer, Font Renderer, Light Grid, Map Renderer, Model, Model Renderer, ModelBank, ModelDrawable, ModelRenderer, Models, Sky Renderer, SVG Renderer

Authorship: 64% skyjake, 34% danij, 2% Christopher Bruns

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  Fixed (66)
  Refactor (58)
  Client (51)
  Cleanup (43)
  FX (42)
  Added (26)
  SkyDrawable (15)
  GL (7)
  Debug (6)
  Performance (6)
  Oculus Rift (5)
  Stereo 3D (5)
  Gloom (4)
  LensFlares (4)
  Light Grid (4)
  Resources (4)
  Shard (4)
  Sky (4)
  World (4)
  DGL (3)
  libgui (3)
  Models (3)
  Particles (3)
  SectorCluster (3)
  Shaders (3)
  UI (3)
  VR (3)
  BiasTracker (2)
  Billboard (2)
  BspLeaf (2)
  Console (2)
  Doom (2)
  DrawList (2)
  Environment (2)
  Heretic (2)
  Line (2)
  AngleClipper (1)
  BiasIllum (1)
  Clang (1)
  Defaults (1)
  Definitions (1)
  Documentation (1)
  Head Tracking (1)
  Hexen (1)
  LensFX (1)
  Model (1)
  Model Renderer (1)
  Perforamnce (1)
  Plane (1)
  Vertex (1)
  Viewport (1)
February 2020
2020-02-10 : Loading a Gloom map
2020-02-10 : Setting up the world renderers
January 2020
2020-01-16 : Better workaround for cubeshot
2020-01-16 : Workaround for cubeshot issue
December 2019
2019-12-21 : Avoid near-clipping player weapon models
2019-12-13 : Icarus MAP01 force fields not rendered
2019-12-13 : Working on masked middle textures
2019-12-12 : TNT MAP09 transparent window
April 2016
2016-04-02 : Lumobjs and vector lights include a possible source mobj
December 2015
2015-12-28 : Walk bobbing for the new weapon models
2015-12-18 : Load/unload shaders as packages are loaded/unloaded
May 2015
2015-05-26 : Copy world geometry position coords
October 2014
2014-10-03 : Log about missing particle textures with pretty NativePaths
May 2014
2014-05-05 : ContactSpreader and VLight APIs use ConvexSubspace
2014-05-04 : Switched various APIs to work with ConvexSubspace
2014-05-04 : Current ConvexSubspace is now a draw state variable
April 2014
2014-04-29 : Shard is now a public class (was SectorCluster-internal)
January 2014
2014-01-13 : Relocated generator visibility flags to viewports.cpp, use QBitArray
December 2013
2013-12-17 : Clamp lightlevels applied uniformly to a chunk of map geometry
2013-12-16 : Use the left/right stereo swap mode in VR mode 13 (quad-buffered)
2013-12-10 : Call Viewports_Register() from RenderSystem
2013-12-08 : Re-enabled old flare/halo rendering code
November 2013
2013-11-03 : Disabled old code for halo/flare rendering completely
September 2013
2013-09-21 : Fine-tuned lighting and halo default settings
2013-09-21 : Fine-tuned lighting and halo default settings
2013-09-05 : Adjusted the automatic widescreen FOV adjustment
2013-09-04 : Automatically adjust FOV for view aspect ratio
August 2013
2013-08-01 : Increased particle texture maximum from 32 to 300
May 2013
2013-05-02 : Never use fog when drawing 3D player sprites
July 2012
2012-07-09 : Adjusted default vignettte
February 2012
2012-02-17 : Calculate percentage of late frames
2012-02-06 : Factor a sprite's alpha average and coverage on shadow strength
January 2012
2012-01-27 : Render lists module is now aware of "managed" textures
2012-01-21 : Tweaks; larger halos and dimmer dynlights

  Fixed (66) — Renderer

January 2021
2021-01-13 Fixed : Align plane textures with non-64x64 size
February 2020
2020-02-23 Fixed : Offset for masked middle texture
2020-02-10 Fixed : Gloom coordinates and triangle winding
December 2019
2019-12-30 Fixed : AV MAP15 midbar lava trap
2019-12-28 Fixed : Adjust fixed weapon FOV for 4:3 view aspect
2019-12-12 Fixed : TNT MAP02 transparent window grill
2019-12-10 Fixed : "texreset" breaks decoration halos
2019-12-10 Fixed : Light decorations are not visible
November 2019
2019-11-25 Fixed : Lower texture alignment in E3M6
October 2019
2019-10-27 Fixed : Skybox malfunction
May 2019
2019-05-01 Fixed : Fixed FOV (95°) for player weapon models
February 2019
2019-02-10 Fixed : Black segments visible in the sky
January 2019
2019-01-27 Fixed : Missing blending modes in DGL shader
November 2018
2018-11-19 Fixed : Demons and Spectres get mixed up
2018-11-18 Fixed : Improved field of view
2018-11-18 Fixed | VR : Fixed row-interleaved stereo rendering
2018-11-05 Fixed : Weapon psprites always filtered
October 2018
2018-10-23 Fixed | World : Movement smoothing of blocked objects
2018-10-02 Fixed : Merge typo in DGL shader
April 2017
2017-04-24 Fixed | GL : Fixed DGL active textures; apply modulation in dgl.draw shader
March 2017
2017-03-14 Fixed : Torch light is broken
January 2017
2017-01-21 Fixed : Crash when shutting down with 3D models loaded
October 2016
2016-10-30 Debug | Fixed : Errors in debug build
2016-10-07 Fixed | FX : Game 3D view multisampling and bloom rendering
April 2016
2016-04-02 Fixed : Missing return value
December 2015
2015-12-21 Fixed | GL : Reset GL state to defaults after rendering a model
November 2015
2015-11-29 Client | Fixed : Segfault during ambient occlusion drawing (Hexen map02)
2015-11-10 Fixed : Configuring all fog parameters from Map Info
July 2015
2015-07-03 Client | Fixed : Build errors (missing changes in previous commit)
2015-07-03 Client | Fixed : Build error (missing change in previous commit)
May 2015
2015-05-04 Client | Fixed : Sprite rotation selection (typo)
March 2015
2015-03-02 Fixed : Don't try to correct the FOV angle in a very wide window
2015-03-02 Fixed : Don't try to correct the FOV angle in a very wide window
December 2014
2014-12-20 Fixed : Z-buffering of sky models
2014-12-08 Fixed | FX : Post-processing causes splitscreen views to go blank
2014-12-03 Fixed : Apply "shadowRadius" when one is defined for a model
October 2014
2014-10-06 Fixed | LensFlares : Failed (viewPlayer - ddPlayers == displayPlayer) assertion
2014-10-05 Fixed | SkyDrawable : SIGSEGV when SkyDrawable has no Sky configured
September 2014
2014-09-13 Fixed | SkyDrawable : Attempt to animate undefined sky models
August 2014
2014-08-23 Client | Fixed : Out-of-bounds Vector3f access during sky model init
2014-08-23 Fixed : Objects not appearing until after first tick
June 2014
2014-06-27 Client | Fixed : Benign compiler warning (value used before initialization)
May 2014
2014-05-01 Fixed | LensFlares : Handling error when lensflares.pack is missing
April 2014
2014-04-21 Fixed : Moving planes need decoration update on every frame
2014-04-21 Fixed | Models : df_brightshadow2 and transparency
2014-04-21 Fixed | Particles : Particle generators disappear unexpectedly
2014-04-15 BiasTracker | Fixed : Complier warnings (missing explicit init in copy-ctor)
2014-04-04 Client | Fixed : Drawing of sky domes with multiple layers
March 2014
2014-03-30 Fixed | FX : Bloom leaking from UI layer
January 2014
2014-01-16 Cleanup | Fixed : Model particles not affected by dynamic lights, plus cleanup
2014-01-03 Fixed | Refactor | Sky : Sky rendering issues/HOM in Hexen (refactoring oversight)
2014-01-01 Client | Fixed : Crash with Vanilla profile in multiplayer
December 2013
2013-12-14 Fixed | Refactor : Fatal error drawing a lit, shiny surface (refactoring oversight)
2013-12-09 Fixed : Non-functional "texreset raw"
2013-12-08 Fixed | FX : Drawing the post-processed result frame
2013-12-07 Fixed | Refactor : Use GLState for color mask, fixed drawing issues
2013-12-04 Fixed | FX | GL : Update GL viewports for post-processing shader
November 2013
2013-11-29 Fixed : BspLeaf::MissingClusterError drawing a particle model
August 2013
2013-08-07 Clang | Fixed : Build error (ambiguous cast)
July 2013
2013-07-09 Fixed | Resources : Illegal access of submodel particle offsets
2013-07-09 Fixed : Crash when drawing particles (jXCCP)
2013-07-06 Fixed | Refactor | Resources : Removing assumptions about submodel count
2013-07-03 Fixed | Resources : Out-of-bounds access related to submodel flags
April 2013
2013-04-09 Fixed : Sky fog
2013-04-09 Fixed : Sky fog
March 2013
2013-03-29 Fixed | Heretic : Torch timeout and rendering with no attenuation

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  Refactor (58) — Renderer

February 2017
2017-02-07 Refactor : Safer use of a dynamic array
October 2016
2016-10-31 Refactor : Cleaned up primitive writing in DrawList
2016-10-30 Cleanup | Definitions | Refactor : Record access cleanup, minor optimizations
2016-10-30 Refactor : Removing unnecessary memory allocs
2016-10-02 Cleanup | Refactor : Less complicated view rendering
2016-10-01 FX | Refactor : Draw camera lens effects
September 2016
2016-09-30 Refactor | UI : Post-processing shader applied during view composition
December 2015
2015-12-23 Client | Refactor : Use GLState for blending parameters
2015-12-22 Client | GL | Refactor : Control GL alpha testing with de::GLState
2015-12-21 Client | Refactor : Use GLState to manage depth parameters
November 2015
2015-11-01 Added | Refactor : Added tangentspace.glsl; moved lighting functions
October 2015
2015-10-29 Refactor : Moved general purpose shader functions to GLSL files
July 2015
2015-07-02 Client | Refactor : Moved FakeRadio neighbor scanning into Line::Side
June 2015
2015-06-30 Client | Refactor : Moved FakeRadio shadow line initialization into de::Map
2015-06-24 Client | Refactor : Write FakeRadio wall shadow geometry directly to the backing store
2015-06-21 Client | Refactor : Write sky-mask flat geometry directly to the backing store
2015-06-14 Client | Refactor : Write FakeRadio flat shadow geometry directly to the backing store
2015-06-10 Client | Refactor : Moved map geometry buffer writes out of DrawList
2015-06-01 Cleanup | Line | Plane | Refactor : Moved FakeRadio shadow caster checking into Line/Plane, cleanup
2015-06-01 Cleanup | Refactor | Vertex : Moved vertex shadow offset updates into Vertex, cleanup
May 2015
2015-05-29 Refactor : Reformatted map surface (shine) geometry generation
2015-05-26 Refactor : Organized vertex data for world surface geometries
2015-05-26 Refactor : Reformatted light/shadow geometry generation
2015-05-02 Refactor : Restructured vector light generation Revised the high-level model for the generation of vector lights, making use of C++11 lambdas to improve SoC and better locality. RenderSystem now has ownership of the vector light lists.
2015-05-01 Client | Refactor : Use Map::forAllSectorsTouchingMobj() in R_ProjectSprite()
April 2015
2015-04-30 Refactor : Restructured texture => surface projection
2015-04-15 AngleClipper | Refactor : Further revised AngleClipper's clip/occlusion structs
2015-04-13 Refactor : Use an object-oriented model for AngleClipper
September 2014
2014-09-08 Refactor | SkyDrawable : SkyDrawable's layer and model data now private
2014-09-07 Refactor | SkyDrawable : Moved sky model animation state to SkyDrawable::Animator
2014-09-07 Refactor | SkyDrawable : Moved sky layer animation state to SkyDrawable::Animator
2014-09-07 Refactor | SkyDrawable : SkyDrawable stores LayerData (animation state)
2014-09-05 Cleanup | Refactor | SkyDrawable : Internalized SkyDrawable draw state, cleanup
2014-09-01 Client | Refactor | SkyDrawable : Encapsulate SkyDrawable's hemisphere geometry in a class
August 2014
2014-08-30 Refactor | Sky : Sky layers and models use 0-based indices
2014-08-29 Refactor | Sky : Introduced an animator abstraction for the sky
2014-08-12 Refactor : Renamed obscure 'gzt' parameter
2014-08-10 Refactor : Prepare common MVP matrix for the frame
2014-08-10 Refactor : Use C++11 for iterating contacted lights list
2014-08-06 Client | Refactor : Common parameters of vissprites
July 2014
2014-07-28 Client | Doom | Refactor : Updated DED, MapInfo/Sky access (now Records)
May 2014
2014-05-06 Refactor : Use a subspacesVisible QBitArray
April 2014
2014-04-25 Light Grid | Refactor : Reimplemented LightGrid
January 2014
2014-01-03 Fixed | Refactor | Sky : Sky rendering issues/HOM in Hexen (refactoring oversight)
December 2013
2013-12-14 Refactor | Viewport : Represent viewport and viewwindow geometry as de::Rectanglei
2013-12-14 Fixed | Refactor : Fatal error drawing a lit, shiny surface (refactoring oversight)
2013-12-11 Performance | Refactor : Retain constness in APIs; avoid redundant memory allocs
2013-12-08 Refactor : Represent viewer origin points and vectors with de::Vector<>
2013-12-07 Fixed | Refactor : Use GLState for color mask, fixed drawing issues
2013-12-03 Added | libgui | Refactor : Added GLTarget::AlternativeBuffer
2013-12-03 FX | Refactor : Use GLFramebuffer for post-processing
November 2013
2013-11-21 Refactor : Moved billboard drawing parameter structs to billboard.h
2013-11-21 Refactor : Relocated all code which doesn't belong in billboard.cpp/h
2013-11-14 Refactor : Post-processing is now a console effect
2013-11-12 Refactor : Object-oriented camera lens effects
2013-11-12 Refactor : Separated view border from player 3D view layer
2013-11-10 Refactor : Draw HUD layer as a separate pass
July 2013
2013-07-06 Fixed | Refactor | Resources : Removing assumptions about submodel count

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  Client (51) — Renderer

April 2017
2017-04-23 Client : Updated existing GLSL shaders to version 3.3
March 2017
2017-03-07 Client : “cubeshot” chooses a unique output file name
2017-03-07 Client : Rendering a cubemap screenshot (“cubeshot” command)
December 2016
2016-12-21 Client : Deserialize internal state when loading a save
July 2016
2016-07-25 Cleanup | Client : Redundant static/inline symbols
December 2015
2015-12-29 Client : Environment cube map textures
2015-12-23 Client | Refactor : Use GLState for blending parameters
2015-12-22 Client | GL | Refactor : Control GL alpha testing with de::GLState
2015-12-21 Client | Refactor : Use GLState to manage depth parameters
November 2015
2015-11-29 Client | Fixed : Segfault during ambient occlusion drawing (Hexen map02)
2015-11-06 Cleanup | Client | Debug : Cleanup label generation for sound emitter debug visual
2015-11-06 Cleanup | Client | Debug | GL : Cleanup GL state management when drawing labels for debug visuals
October 2015
2015-10-15 Added | Client : Added a native Doomsday Script module called "Render"
July 2015
2015-07-03 Cleanup | Client : Cleanup
2015-07-03 Client | Fixed : Build errors (missing changes in previous commit)
2015-07-03 Client | Fixed : Build error (missing change in previous commit)
2015-07-02 Client | Refactor : Moved FakeRadio neighbor scanning into Line::Side
June 2015
2015-06-30 Client | Refactor : Moved FakeRadio shadow line initialization into de::Map
2015-06-24 Client | Refactor : Write FakeRadio wall shadow geometry directly to the backing store
2015-06-21 Client | Refactor : Write sky-mask flat geometry directly to the backing store
2015-06-14 Cleanup | Client : Cleanup
2015-06-14 Client | Refactor : Write FakeRadio flat shadow geometry directly to the backing store
2015-06-13 Client | Documentation | DrawList : Improved API doc for DrawList
2015-06-13 Cleanup | Client | DrawList : Cleanup
2015-06-10 Client | Refactor : Moved map geometry buffer writes out of DrawList
May 2015
2015-05-04 Client | Fixed : Sprite rotation selection (typo)
2015-05-03 Cleanup | Client : Cleanup
2015-05-02 Cleanup | Client : Cleanup
2015-05-01 Cleanup | Client : Cleanup
2015-05-01 Client | Refactor : Use Map::forAllSectorsTouchingMobj() in R_ProjectSprite()
2015-05-01 Cleanup | Client : Cleanup
October 2014
2014-10-25 Client : "Pixel Doubling" replaces the "Pixel Density" setting
September 2014
2014-09-01 Client | Refactor | SkyDrawable : Encapsulate SkyDrawable's hemisphere geometry in a class
2014-09-01 Cleanup | Client | SkyDrawable : Cleanup
August 2014
2014-08-23 Client | Fixed : Out-of-bounds Vector3f access during sky model init
2014-08-22 Client : Don't load the test model
2014-08-06 Client : Preparing mobjs with GL2 models for rendering
2014-08-06 Client | Refactor : Common parameters of vissprites
July 2014
2014-07-28 Client | Doom | Refactor : Updated DED, MapInfo/Sky access (now Records)
2014-07-17 Added | Client : Added ModelRenderer to oversee GL2 model rendering
2014-07-15 Client : Load shaders in package order
June 2014
2014-06-27 Client | Fixed : Benign compiler warning (value used before initialization)
April 2014
2014-04-04 Client | Fixed : Drawing of sky domes with multiple layers
January 2014
2014-01-01 Client | Fixed : Crash with Vanilla profile in multiplayer
December 2013
2013-12-03 Cleanup | Client : Cleanup
November 2013
2013-11-03 Client | Oculus Rift | Stereo 3D : Modify TODO comment
2013-11-02 Client | Head Tracking : Improve Yaw late scheduling by comparing to uninterpolated target angle, and by minding circularity of angle differences.
October 2013
2013-10-27 Client | Stereo 3D : Remove global VR::mode variable, in favor of Con_GetInteger("rend-vr-mode") Adjust link libraries for Win32 Oculus Rift SDK Adjust comments in vr.h
2013-10-26 Client | Stereo 3D : Add build rule for linking Oculus Rift SDK
2013-10-26 Client | Stereo 3D : Updated stereo 3d related TODO comments.
2013-10-26 Client | Stereo 3D : Rename VR::MODE_MAX_3D_MODE to VR::MODE_MAX_3D_MODE_PLUS_ONE

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  Cleanup (43) — Renderer

April 2017
2017-04-24 Cleanup : Cleanup
February 2017
2017-02-06 Cleanup | World : Removed obsolete source files
2017-02-06 Cleanup | World : Disable the bias light grid, bias light sources, and “bledit”
January 2017
2017-01-28 Cleanup : Removed obsolete VR shader
October 2016
2016-10-30 Cleanup | Definitions | Refactor : Record access cleanup, minor optimizations
2016-10-02 Cleanup | Refactor : Less complicated view rendering
September 2016
2016-09-28 Cleanup : Calculating a player's view rectangle
July 2016
2016-07-25 Cleanup | Client : Redundant static/inline symbols
November 2015
2015-11-06 Cleanup | Client | Debug : Cleanup label generation for sound emitter debug visual
2015-11-06 Cleanup | Client | Debug | GL : Cleanup GL state management when drawing labels for debug visuals
July 2015
2015-07-03 Cleanup | Client : Cleanup
June 2015
2015-06-14 Cleanup | Client : Cleanup
2015-06-13 Cleanup | Client | DrawList : Cleanup
2015-06-01 Cleanup | Line | Plane | Refactor : Moved FakeRadio shadow caster checking into Line/Plane, cleanup
2015-06-01 Cleanup | Refactor | Vertex : Moved vertex shadow offset updates into Vertex, cleanup
May 2015
2015-05-29 Cleanup : Skip texture modulation prep for full-bright surfaces, cleanup
2015-05-26 Cleanup : Cleanup
2015-05-03 Cleanup | Client : Cleanup
2015-05-02 Cleanup | Client : Cleanup
2015-05-01 Cleanup | Client : Cleanup
2015-05-01 Cleanup | Client : Cleanup
September 2014
2014-09-09 Cleanup | SkyDrawable : Cleanup
2014-09-07 Cleanup | SkyDrawable : Cleanup
2014-09-06 Cleanup | SkyDrawable : Cleanup
2014-09-05 Cleanup | Refactor | SkyDrawable : Internalized SkyDrawable draw state, cleanup
2014-09-01 Cleanup | Client | SkyDrawable : Cleanup
July 2014
2014-07-08 Cleanup : Bloom shader definition
May 2014
2014-05-05 Cleanup : Cleanup
2014-05-02 Cleanup | Shard : Cleanup
April 2014
2014-04-28 Cleanup | Light Grid : Cleanup
March 2014
2014-03-30 Cleanup | FX : Cleanup
January 2014
2014-01-16 Cleanup | Fixed : Model particles not affected by dynamic lights, plus cleanup
2014-01-13 Cleanup : Cleanup
2014-01-09 Cleanup | Light Grid : Cleanup
December 2013
2013-12-10 Cleanup : Use de::Vector3<>::xzy(); cleanup
2013-12-09 Cleanup : Cleanup
2013-12-03 Cleanup | Client : Cleanup
2013-12-02 Cleanup : Cleanup
2013-12-02 Cleanup | Model : Cleanup
November 2013
2013-11-21 Cleanup : Cleanup
2013-11-21 Billboard | Cleanup : Cleanup
2013-11-21 Cleanup : Cleanup
2013-11-21 Billboard | Cleanup : Cleanup

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  FX (42) — Renderer

October 2016
2016-10-07 Fixed | FX : Game 3D view multisampling and bloom rendering
2016-10-01 FX | Refactor : Draw camera lens effects
December 2014
2014-12-08 Fixed | FX : Post-processing causes splitscreen views to go blank
April 2014
2014-04-10 FX : Reduce halo brightness as bloom intensity grows
2014-04-10 Added | FX : Added a method to query if bloom is enabled
March 2014
2014-03-30 Fixed | FX : Bloom leaking from UI layer
2014-03-30 FX : Improved bloom shader quality
2014-03-30 Cleanup | FX : Cleanup
2014-03-30 FX : Apply vignetting after bloom
2014-03-16 FX : Moved color filter later in the FX stack
2014-03-15 Added | FX : Added bloom to appearance profiles
2014-03-15 FX : Bloom tweaks
2014-03-15 Added | FX : Added a bloom post-processing effect
December 2013
2013-12-08 Fixed | FX : Drawing the post-processed result frame
2013-12-04 Fixed | FX | GL : Update GL viewports for post-processing shader
2013-12-03 Added | FX : Added API and todos for light source visibility marking
2013-12-03 FX : Disabled the test light
2013-12-03 FX | Refactor : Use GLFramebuffer for post-processing
2013-12-02 FX : Apply active rectangle correctly when checking depth values
November 2013
2013-11-29 FX | libgui : Apply target’s active rectangle when accessing depth values
2013-11-29 FX : Check 5 depth points for partial occlusion of a light
2013-11-29 FX : Use depth buffer to occlude lens flares
2013-11-28 FX | libgui : Working on accessing the depth buffer from a shader
2013-11-28 FX : Revised “star” flare iamge
2013-11-27 FX : Revised the “burst” flare image, improved arrangement
2013-11-27 FX : Individual flare colors
2013-11-27 FX : Using the “testlight” command to adjust test light params
2013-11-26 Added | FX : Working on lens flare arrangement; added angle condition
2013-11-25 FX : Working on the arrangement of flares
2013-11-25 FX : Adding multiple flares, determining mirroring in shader
2013-11-24 FX : Use the KD-tree allocator for flare atlas
2013-11-23 Added | FX : Added a basic set of lens flare textures
2013-11-18 FX | LensFlares : Drawing a white quad
2013-11-18 FX | LensFlares : Aspect correction in view space
2013-11-18 Added | FX : Added missing model-view transformation in fx::LensFlares
2013-11-17 FX : Working on basic lens flare shader rendering
2013-11-17 Added | FX : Added a convenience method for accessing GLShaderBank
2013-11-15 Added | FX : Added some API documentation
2013-11-15 Console | FX : Animation duration is optional for “postfx”
2013-11-15 FX : Monochrome shaders for frame post-processing
2013-11-15 Added | Console | FX : Added cmd ‘postfx’ for setting the post-processing shader
2013-11-15 FX : Post-processing animations

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  Added (26) — Renderer

January 2020
2020-01-04 Added : Added stubs for world renderer classes
October 2018
2018-10-14 Added | Heretic : Added “rend-ring-effect” cvar
August 2017
2017-08-26 Added | Model Renderer : Added "uViewMatrix" and "uWorldMatrix"
December 2015
2015-12-26 Added | Shaders : Added a GLSL include file for reflection cube maps
November 2015
2015-11-01 Added | Refactor : Added tangentspace.glsl; moved lighting functions
October 2015
2015-10-15 Added | Client : Added a native Doomsday Script module called "Render"
June 2015
2015-06-25 Added : Added vissprite type for GL2 HUD models
October 2014
2014-10-19 Added | LensFX : Added a resizing filter (pixel density)
July 2014
2014-07-17 Added | Client : Added ModelRenderer to oversee GL2 model rendering
April 2014
2014-04-10 Added | FX : Added a method to query if bloom is enabled
March 2014
2014-03-15 Added | FX : Added bloom to appearance profiles
2014-03-15 Added | FX : Added a bloom post-processing effect
January 2014
2014-01-02 Added | Debug : Added assertion
December 2013
2013-12-03 Added | FX : Added API and todos for light source visibility marking
2013-12-03 Added | libgui | Refactor : Added GLTarget::AlternativeBuffer
November 2013
2013-11-26 Added | FX : Working on lens flare arrangement; added angle condition
2013-11-23 Added | FX : Added a basic set of lens flare textures
2013-11-18 Added | FX : Added missing model-view transformation in fx::LensFlares
2013-11-17 Added | FX : Added a convenience method for accessing GLShaderBank
2013-11-15 Added | FX : Added some API documentation
2013-11-15 Added : Added an interface for point light sources
2013-11-15 Added | Console | FX : Added cmd ‘postfx’ for setting the post-processing shader
2013-11-12 Added : Added console effect for lens flares
2013-11-12 Added : Added stub for camera lens effects
September 2013
2013-09-19 Added | UI : Moved HUD mirroring option, added "Behavior" subtitle
July 2012
2012-07-09 Added : Added a camera vignette effect

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  SkyDrawable (15) — Renderer

October 2014
2014-10-05 Fixed | SkyDrawable : SIGSEGV when SkyDrawable has no Sky configured
September 2014
2014-09-14 SkyDrawable : Fix sky sphere layer fadeout
2014-09-13 Fixed | SkyDrawable : Attempt to animate undefined sky models
2014-09-09 Cleanup | SkyDrawable : Cleanup
2014-09-08 Refactor | SkyDrawable : SkyDrawable's layer and model data now private
2014-09-08 SkyDrawable : Reimplemented sky layer scrolling
2014-09-07 Cleanup | SkyDrawable : Cleanup
2014-09-07 Refactor | SkyDrawable : Moved sky model animation state to SkyDrawable::Animator
2014-09-07 SkyDrawable : Fix interpretation of sky layer fade out limit
2014-09-07 Refactor | SkyDrawable : Moved sky layer animation state to SkyDrawable::Animator
2014-09-07 Refactor | SkyDrawable : SkyDrawable stores LayerData (animation state)
2014-09-06 Cleanup | SkyDrawable : Cleanup
2014-09-05 Cleanup | Refactor | SkyDrawable : Internalized SkyDrawable draw state, cleanup
2014-09-01 Client | Refactor | SkyDrawable : Encapsulate SkyDrawable's hemisphere geometry in a class
2014-09-01 Cleanup | Client | SkyDrawable : Cleanup

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  GL (7) — Renderer

July 2021
2021-07-30 GL : Flush pending draws before switching GL state
April 2017
2017-04-24 GL : Multitexturing is always available; removed obsolete options
2017-04-24 Fixed | GL : Fixed DGL active textures; apply modulation in dgl.draw shader
December 2015
2015-12-22 Client | GL | Refactor : Control GL alpha testing with de::GLState
2015-12-21 Fixed | GL : Reset GL state to defaults after rendering a model
November 2015
2015-11-06 Cleanup | Client | Debug | GL : Cleanup GL state management when drawing labels for debug visuals
December 2013
2013-12-04 Fixed | FX | GL : Update GL viewports for post-processing shader

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  Debug (6) — Renderer

February 2020
2020-02-14 Debug | Gloom : Script function to set debug mode
October 2016
2016-10-30 Debug | Fixed : Errors in debug build
November 2015
2015-11-06 Cleanup | Client | Debug : Cleanup label generation for sound emitter debug visual
2015-11-06 Cleanup | Client | Debug | GL : Cleanup GL state management when drawing labels for debug visuals
June 2015
2015-06-14 Debug : Simplified drawing of FakeRadio shadow points
January 2014
2014-01-02 Added | Debug : Added assertion

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  Performance (6) — Renderer

November 2016
2016-11-01 Performance : Avoid repeated memory allocs during geometry writing
October 2016
2016-10-30 Performance : Improved sprite rendering performance
2016-10-30 Performance | World : Improved a frequent map data lookup
2016-10-30 Performance : Avoid redundant texture lookups in MaterialAnimator
2016-10-30 Performance : Minor optimization
December 2013
2013-12-11 Performance | Refactor : Retain constness in APIs; avoid redundant memory allocs

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  Oculus Rift (5) — Renderer

August 2014
2014-08-24 Oculus Rift : Prevent cheating by peeking through surfaces
January 2014
2014-01-07 Oculus Rift : Separately configurable Oculus Rift multisampling
2014-01-07 Oculus Rift : Separately configurable Oculus Rift multisampling
December 2013
2013-12-20 Oculus Rift : Apply multisampling in unwarped frame buffer
November 2013
2013-11-03 Client | Oculus Rift | Stereo 3D : Modify TODO comment

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  Stereo 3D (5) — Renderer

November 2013
2013-11-03 Client | Oculus Rift | Stereo 3D : Modify TODO comment
October 2013
2013-10-27 Client | Stereo 3D : Remove global VR::mode variable, in favor of Con_GetInteger("rend-vr-mode") Adjust link libraries for Win32 Oculus Rift SDK Adjust comments in vr.h
2013-10-26 Client | Stereo 3D : Add build rule for linking Oculus Rift SDK
2013-10-26 Client | Stereo 3D : Updated stereo 3d related TODO comments.
2013-10-26 Client | Stereo 3D : Rename VR::MODE_MAX_3D_MODE to VR::MODE_MAX_3D_MODE_PLUS_ONE

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  Gloom (4) — Renderer

February 2020
2020-02-17 Gloom : Setting up a test light/entity
2020-02-14 Debug | Gloom : Script function to set debug mode
2020-02-12 Gloom : Update plane movement animations
2020-02-11 Gloom : Brute force plane heights update

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  LensFlares (4) — Renderer

October 2014
2014-10-06 Fixed | LensFlares : Failed (viewPlayer - ddPlayers == displayPlayer) assertion
May 2014
2014-05-01 Fixed | LensFlares : Handling error when lensflares.pack is missing
November 2013
2013-11-18 FX | LensFlares : Drawing a white quad
2013-11-18 FX | LensFlares : Aspect correction in view space

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  Light Grid (4) — Renderer

April 2014
2014-04-28 Cleanup | Light Grid : Cleanup
2014-04-25 Light Grid | Refactor : Reimplemented LightGrid
2014-04-24 Light Grid : Smoothed sector lighting now works with SectorCluster granularity
January 2014
2014-01-09 Cleanup | Light Grid : Cleanup

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  Resources (4) — Renderer

October 2018
2018-10-27 Resources : Improved 3D model error checking
July 2013
2013-07-09 Fixed | Resources : Illegal access of submodel particle offsets
2013-07-06 Fixed | Refactor | Resources : Removing assumptions about submodel count
2013-07-03 Fixed | Resources : Out-of-bounds access related to submodel flags

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  Shard (4) — Renderer

May 2014
2014-05-02 SectorCluster | Shard : Improving SoC between SectorCluster/Shard
2014-05-02 Cleanup | Shard : Cleanup
April 2014
2014-04-29 Shard : Defined SectorCluster/Shard relationship
2014-04-29 Shard : Made Shard internal data private, applied pimpl

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  Sky (4) — Renderer

August 2014
2014-08-30 Refactor | Sky : Sky layers and models use 0-based indices
2014-08-29 Refactor | Sky : Introduced an animator abstraction for the sky
January 2014
2014-01-03 Fixed | Refactor | Sky : Sky rendering issues/HOM in Hexen (refactoring oversight)
December 2013
2013-12-31 Sky : Reimplemented sky renderer with an OO design in C++

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  World (4) — Renderer

October 2018
2018-10-23 Fixed | World : Movement smoothing of blocked objects
February 2017
2017-02-06 Cleanup | World : Removed obsolete source files
2017-02-06 Cleanup | World : Disable the bias light grid, bias light sources, and “bledit”
October 2016
2016-10-30 Performance | World : Improved a frequent map data lookup

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  DGL (3) — Renderer

July 2021
2021-07-30 DGL : Workaround for 3D model glitch
April 2017
2017-04-27 DGL : Use appropriate usage hint on vertex data
2017-04-24 DGL : Configure fog via DGL

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  libgui (3) — Renderer

December 2013
2013-12-03 Added | libgui | Refactor : Added GLTarget::AlternativeBuffer
November 2013
2013-11-29 FX | libgui : Apply target’s active rectangle when accessing depth values
2013-11-28 FX | libgui : Working on accessing the depth buffer from a shader

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  Models (3) — Renderer

February 2020
2020-02-23 Models : Per-model FOV for rendering psprite models
April 2014
2014-04-21 Fixed | Models : df_brightshadow2 and transparency
December 2013
2013-12-03 Models : Use an alternative depth buffer for 3D psprites

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  Particles (3) — Renderer

October 2016
2016-10-29 Particles : Loading particle textures via assets
April 2014
2014-04-21 Fixed | Particles : Particle generators disappear unexpectedly
January 2014
2014-01-03 Particles : Don’t warn needlessly about missing particle textures

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  SectorCluster (3) — Renderer

May 2014
2014-05-02 SectorCluster | Shard : Improving SoC between SectorCluster/Shard
April 2014
2014-04-29 BspLeaf | Line | SectorCluster : SectorCluster is responsible for BiasIllum management
2014-04-28 BspLeaf | SectorCluster : SectorCluster routes BiasDigests to surfaces

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  Shaders (3) — Renderer

December 2015
2015-12-28 Shaders : Incorporate reflection map to shaders
2015-12-26 Added | Shaders : Added a GLSL include file for reflection cube maps
2015-12-18 Shaders : "model.skeletal.generic" supports uMapTime, custom UV macro

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  UI (3) — Renderer

November 2016
2016-11-13 UI : “-pwadtex”, “-nohightex”, “-nohighpat” in Renderer Settings
September 2016
2016-09-30 Refactor | UI : Post-processing shader applied during view composition
September 2013
2013-09-19 Added | UI : Moved HUD mirroring option, added "Behavior" subtitle

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  VR (3) — Renderer

November 2018
2018-11-18 Fixed | VR : Fixed row-interleaved stereo rendering
August 2014
2014-08-24 VR : Eye offset applied to the eye origin (for clipping etc.)
2014-08-23 VR : Apply actual head position when clipping etc.

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  BiasTracker (2) — Renderer

April 2014
2014-04-29 BiasTracker : Simplified BiasTracker (no need for copy/assignment)
2014-04-15 BiasTracker | Fixed : Complier warnings (missing explicit init in copy-ctor)

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  Billboard (2) — Renderer

November 2013
2013-11-21 Billboard | Cleanup : Cleanup
2013-11-21 Billboard | Cleanup : Cleanup

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  BspLeaf (2) — Renderer

April 2014
2014-04-29 BspLeaf | Line | SectorCluster : SectorCluster is responsible for BiasIllum management
2014-04-28 BspLeaf | SectorCluster : SectorCluster routes BiasDigests to surfaces

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  Console (2) — Renderer

November 2013
2013-11-15 Console | FX : Animation duration is optional for “postfx”
2013-11-15 Added | Console | FX : Added cmd ‘postfx’ for setting the post-processing shader

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  Doom (2) — Renderer

July 2014
2014-07-28 Client | Doom | Refactor : Updated DED, MapInfo/Sky access (now Records)
December 2013
2013-12-18 Doom : Use postfx for invulnerability effect

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  DrawList (2) — Renderer

June 2015
2015-06-13 Client | Documentation | DrawList : Improved API doc for DrawList
2015-06-13 Cleanup | Client | DrawList : Cleanup

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  Environment (2) — Renderer

February 2016
2016-02-17 Environment : Fall back to "texture.reflect.default"
2016-02-17 Environment : Fall back to "texture.reflect.default"

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  Heretic (2) — Renderer

October 2018
2018-10-14 Added | Heretic : Added “rend-ring-effect” cvar
March 2013
2013-03-29 Fixed | Heretic : Torch timeout and rendering with no attenuation

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  Line (2) — Renderer

June 2015
2015-06-01 Cleanup | Line | Plane | Refactor : Moved FakeRadio shadow caster checking into Line/Plane, cleanup
April 2014
2014-04-29 BspLeaf | Line | SectorCluster : SectorCluster is responsible for BiasIllum management

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  AngleClipper (1) — Renderer

April 2015
2015-04-15 AngleClipper | Refactor : Further revised AngleClipper's clip/occlusion structs

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  BiasIllum (1) — Renderer

April 2014
2014-04-29 BiasIllum : Simplified BiasIllum (no need for copy/assignment)

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  Clang (1) — Renderer

August 2013
2013-08-07 Clang | Fixed : Build error (ambiguous cast)

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  Defaults (1) — Renderer

May 2015
2015-05-16 Defaults : Increased dynamic light brightness and size

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  Definitions (1) — Renderer

October 2016
2016-10-30 Cleanup | Definitions | Refactor : Record access cleanup, minor optimizations

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  Documentation (1) — Renderer

June 2015
2015-06-13 Client | Documentation | DrawList : Improved API doc for DrawList

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  Head Tracking (1) — Renderer

November 2013
2013-11-02 Client | Head Tracking : Improve Yaw late scheduling by comparing to uninterpolated target angle, and by minding circularity of angle differences.

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  Hexen (1) — Renderer

June 2016
2016-06-27 Hexen : More accurate movement alignment for models

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  LensFX (1) — Renderer

October 2014
2014-10-19 Added | LensFX : Added a resizing filter (pixel density)

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  Model (1) — Renderer

December 2013
2013-12-02 Cleanup | Model : Cleanup

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  Model Renderer (1) — Renderer

August 2017
2017-08-26 Added | Model Renderer : Added "uViewMatrix" and "uWorldMatrix"

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  Perforamnce (1) — Renderer

October 2016
2016-10-30 Perforamnce : Avoid redundant memory allocs when drawing wall shadows

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  Plane (1) — Renderer

June 2015
2015-06-01 Cleanup | Line | Plane | Refactor : Moved FakeRadio shadow caster checking into Line/Plane, cleanup

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  Vertex (1) — Renderer

June 2015
2015-06-01 Cleanup | Refactor | Vertex : Moved vertex shadow offset updates into Vertex, cleanup

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  Viewport (1) — Renderer

December 2013
2013-12-14 Refactor | Viewport : Represent viewport and viewwindow geometry as de::Rectanglei

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