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Show new changes starting from 08:46, 12 July 2025
 
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12 July 2025

     08:38  Hedgehog Engine 2 - Textures diffhist +167 Justin113D talk contribs (Updated table links)

11 July 2025

N    22:08  Hedgehog Engine 2 - Textures 5 changes history +8,782 [Justin113D (5×)]
     
22:08 (cur | prev) +576 Justin113D talk contribs (Added prm table for old HE2 games)
     
21:49 (cur | prev) +164 Justin113D talk contribs (added caption to ref texture)
     
21:40 (cur | prev) +37 Justin113D talk contribs (added blue prm channel)
     
21:32 (cur | prev) +1,256 Justin113D talk contribs Tag: Visual edit: Switched
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21:03 (cur | prev) +6,749 Justin113D talk contribs (Added base page) Tag: Visual edit: Switched
N    19:46  Hedgehog Engine 2 - Weather diffhist +974 Justin113D talk contribs (Added page)
N    19:44  Normal mapping 2 changes history +7,882 [Justin113D (2×)]
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19:44 (cur | prev) 0 Justin113D talk contribs (Fixed headings)
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19:43 (cur | prev) +7,882 Justin113D talk contribs (Added page) Tag: Visual edit
N    19:20  Transparency Dithering 3 changes history +861 [Justin113D (3×)]
     
19:20 (cur | prev) +198 Justin113D talk contribs (Adde dithering example) Tag: Visual edit: Switched
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19:13 (cur | prev) +2 Justin113D talk contribs (Improved wording) Tag: Visual edit
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19:12 (cur | prev) +661 Justin113D talk contribs (Created page) Tag: Visual edit: Switched
N    19:07  Mesh Layers diffhist +1,153 Justin113D talk contribs (Added page) Tag: Visual edit: Switched
N    18:51  Hedgehog Engine 2 - Deferred Rendering 2 changes history +2,304 [Justin113D (2×)]
     
18:51 (cur | prev) +353 Justin113D talk contribs (Updated links) Tag: Visual edit: Switched
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18:46 (cur | prev) +1,951 Justin113D talk contribs (Created page with "Deferred rendering is a rendering technique used in Hedgehog Engine 2 games. The “standard” way of rendering is called “forward rendering”, and simply draws one mesh after another, including all the lighting calculations. But since one mesh can hide a significant portion of another, many of those lighting calculations go to waste and could be better spent elsewhere. This is where deferred rendering comes in: Instead of calculating the lighting for every mesh in...") Tag: Visual edit: Switched
N    18:36  Vertex Colors diffhist +1,075 Justin113D talk contribs (Added page contents) Tag: Visual edit
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