PatrickvL

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The reason I chose for that approach, is to avoid yet another resource conversion (in this case index buffers), which would also require a cache and a costly modification check,...

Slowness due to repeated indexed quadlist draws will be addressed in issue https://github.com/Cxbx-Reloaded/Cxbx-Reloaded/issues/1749 (pending PR : https://github.com/Cxbx-Reloaded/Cxbx-Reloaded/pull/1757)

That's UC_ERR_READ_UNMAPPED

@Radwolfie have you seen the above? Perhaps your current work fixes this already?

For any developer : docs about LRP : https://docs.microsoft.com/en-us/windows/desktop/direct3dhlsl/lrp---ps

The LPR issue mentioned above was caused by `FixOverusedRegisters`, which changed this : ``` lrp r0, c0,r2,c1 ; d0=s0*s1+{1-s0}*s2=s0*{s1-s2}+s2 ``` into this : ``` mov r0, c0 ; d0=s0 lrp...

We can't log separate test cases, because all pixel shader compilation errors are detected outside our code base. But it would be helpful to collect all unique errors, each in...

BTW, it'd be even better to switch to hlsl shaders, but that's much more work than fixing the current issues

Here an (attempt) to fix the above reported LRP error : https://github.com/Cxbx-Reloaded/Cxbx-Reloaded/pull/1494

_From @rexcaptain501 on July 10, 2017 22:22_ I can only get as far as the intro cut scene with pulsing glitchy audio. Once it's finished, an unknown exception code crash...