Results 683 comments of Daniel Gibson

I think these "inlining failed in call to ‘always_inline’ ‘int _mm256_movemask_ps(__m256)’: **target specific option mismatch**" errors mean that the source file it's in needs to be built with the corresponding...

I recommand using the `git gui` tool to make commits. It allows you to commit only parts of your changes, by hunk or by line(s), so you can leave out...

more optimizations from TDM are definitely welcome, preferably with one PR per feature :)

By the way, you can also test building with GCC on Windows by using MinGW32-w64. The Yamagi Quake II MinGW buildenv worked for dhewm3 last time I tried it, see...

I'd prefer to have the GLSL code in a separate PR

I created a short testcase for D3_PUSH_X86_TARGETS(): https://gist.github.com/DanielGibson/4e35947c548523e2ac42047a76df9239 it needs to be implemented like in that file, the code I suggested earlier didn't work

Patch for CMakeLists.txt, so it uses (demands) SSE2 on 32bit x86 when building with GCC/Clang (it was already the default for Visual C++): ```diff diff --git a/neo/CMakeLists.txt b/neo/CMakeLists.txt index b9805579..c97dca69...

Thank you very much, this works well on my machine (with latest KDE)! Should be merged, IMHO

I found that some sikkmod effects don't look right when gamma in shaders is enabled. No idea if that would help here.. I want to try to fix the gamma...

Well, we could try to determine if this issue also happens with orig Doom3/Sikkmod