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There is a page named "LOD" on The DarkMod Wiki. See also the other search results found.
- a) Some LOD improvements, e.g. for lights.11 KB (1,612 words) - 05:57, 7 March 2022
- also have various quality "optimization" levels for texture LOD Bias and Anisotropy (Filtering).79 KB (12,518 words) - 12:19, 8 May 2024
- * Added a new LOD-enabled statue, Rodin's Eve.8 KB (1,179 words) - 03:55, 11 February 2022
- * Geometry Level of Detail ( LOD )4 KB (649 words) - 15:56, 25 April 2024
- <br>That said, new advancements like our LOD system and the existing image_downsize feature do allow assets to scale in54 KB (8,549 words) - 14:20, 7 May 2024
- ...te your own textures for decals, f.i. from existing models, see [[Creating LOD Models|here for a tutorial]].2 KB (354 words) - 21:33, 13 January 2014
- ...m/view.php?id=3264 #3264]: Noshadows_lod_x spawnarg actually affects (x-1) LOD (Coding) (tels)24 KB (3,321 words) - 14:07, 4 February 2021
- |Materials: Alpha (transparency) value, eg, alphatest 0.8. Also used in some LOD materials as the alpha threshold. In this case the engine adjusts the value4 KB (683 words) - 21:22, 9 January 2019
- ...it would be yet another CPU dependent operation. The Skin changing in the LOD system could also be used perhaps? This one is definitely questionable abou9 KB (1,344 words) - 16:24, 30 April 2024
- * Shadow Maps now have better mipmap and LOD behavior. They no longer waste as much memory on distant objects17 KB (2,452 words) - 10:59, 10 February 2023
- * [http://bugs.thedarkmod.com/view.php?id=2826 #2826]: LOD inventory entities sometimes re-appear (Coding) (tels)12 KB (1,759 words) - 14:36, 3 February 2021
- * [[Creating LOD Models]]772 bytes (120 words) - 11:40, 3 October 2014