Triang3l

Results 100 comments of Triang3l

The problem with anything related to the input at this point is that our current input architecture is a conflicting mess, all the things like the SDL backend, faking the...

Is it consistently broken only on that build and newer, or sometimes it works and sometimes it doesn't? I thought nothing could really be affected visually by that change, that's...

May be related to the BLEND_DISABLE flag or alphatest (with IEEE-754 special values maybe), I forgot about those changes. Thanks!

It's extremely weird because I can only reproduce this in my own release builds, but not in my debug builds or AppVeyor builds… I guess I might have not initialized...

Not a fix, but yes, though I can't understand what may be causing that consistently, not even in random patterns like in some games like Halo 3 and SSX.

The order of the log message is also often important (like eDRAM resolve, then texture load), but it would probably be good to move per-frame versions to the "info" level....

It also doesn't support geometry shaders, which are needed for clear rectangles, and some significant memory usage optimization features used in the new Xenia renderer — sparse resources and heap...

@kvark Xenos clear render targets by drawing a large rectangle, however, only 3 vertices are submitted, so we need to reconstruct another one in a geometry shader from the 3...

> [arch] possibly forgot vulkan-devel? Though we do need glslang, spirv-opt and spirv-remap from the SDK to recompile the internal shaders in the repository after changes to them (via `xb...

@dizzzy77 Please do not post any direct links to copyrighted title data here, even to demos.