From 8213460bdf6776cb9d45c6473bbcaf45d82c95f5 Mon Sep 17 00:00:00 2001 From: SkyratBot <59378654+SkyratBot@users.noreply.github.com> Date: Wed, 27 Oct 2021 23:54:14 +0100 Subject: [PATCH] [MIRROR] Mention in the rendering docs that the byond displacement filter is not actually a displacement filter [MDB IGNORE] (#9088) * Displacement maps in byond are not displacement maps (#62403) Totally forgot to add this * Mention in the rendering docs that the byond displacement filter is not actually a displacement filter Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com> --- code/_onclick/hud/rendering/_render_readme.md | 1 + 1 file changed, 1 insertion(+) diff --git a/code/_onclick/hud/rendering/_render_readme.md b/code/_onclick/hud/rendering/_render_readme.md index 1b66ef45247..d859d99fe95 100644 --- a/code/_onclick/hud/rendering/_render_readme.md +++ b/code/_onclick/hud/rendering/_render_readme.md @@ -29,6 +29,7 @@ The following is an incomplete list of pitfalls that come from byond snowflake t 8. Byond uses DirectX 9 (Lummox said he wants to update to DirectX 11) 9. Particles are just fancy overlays and are not independent of their owner 10. Maptick items inside mob.contents are cheaper compared to most other movables +11. Displacement filter: The byond "displacement filter" does not, as the name would make you expect, use displacement maps, but instead uses normal maps. ## The rendering solution One of the main issues with making pretty effects is how objects can only render to one plane, and how filters can only be applied to single objects. Quite simply it means we cant apply effects to multiple planes at once, and an effect to one plane only by treating it as a single unit: