Darío
Darío
More progress on this: it seems NoN fixes it. It seems like it is related to depth clipping, hence why it doesn't break in Zelda. This is a good point...
This is consistent across vendors, but basically, if all the other shaders previous to this one use SV_Depth, then the decal won't break. It is completely irrelevant whether the decal...
> Indeed, that fixes the issue. Alright, as that's a bit of a hack with some undesired consequences elsewhere, I'd roll that back for now. I'm gonna explore an alternate...
I've pushed a workaround for this for now. If MSAA is used, it'll forcefully enable depth output in the shader. This seems to fix the issue consistently on everywhere I've...
> The exact reasoning goes over my head at the moment as I'm not used to modern graphics programming at all To be honest, it escapes me a bit as...
Good news, https://github.com/rt64/rt64/pull/142 seems to address this. Give it a go when you can.
Scalar block layout is required to do clean interoperation with the C++ headers, but there might be ways to automate that. Can you gather which other requirements might need to...
Thanks, I've checked the report and bindless is supported. I think all you'd need to do is drop the requirement for scalar block layout. This is not a priority at...
Hello, thanks for the detailed report! Unfortunately, RT64 is not responsible for the window creation so it can't be fixed here. You should open this suggestion on https://github.com/Mr-Wiseguy/Zelda64Recomp.
> Zelda64Recomp would be able to implement the work-around by forcing `SDL_VIDEODRIVER` to `x11` on Linux, but properly resolving the issue appears to be in the domain of RT64. It's...