VReaperV
VReaperV
This pr also fixes the issue seen in #1105 where some textures were selected incorrectly.
> It seems like compute shaders are a totally separate workflow from the existing draw shaders, which would ideally be a separate class. Like instead of just GLShader you have...
So something like ``` GLShader( const std::string &name, const std::string &mainShaderName, uint32_t vertexAttribsRequired, GLShaderManager *manager, const bool hasVertexShader, const bool hasFragmentShader) ``` and ``` GLShader( const std::string &name, const std::string...
Yeah, I ran into some issues with GLShader constructors earlier too, since the wrong one was being selected with some types being converted.
> I guess there's nothing that distinguishes the constructors very well so maybe it would be easier to go ahead and define the subclasses even if all the functionality is...
This does not seem to happen anymore.
> Yes it does. It's pretty easy to reproduce if you just go on spec and scroll back and forth between different players. No, that is a different issue. Warn...
Intereseting, I'm pretty sure I hadn't seen that specific warn before, but I've been able to get it now locally as well, so I was wrong about it earlier.
> I suspect the spectating player switching bug comes from the fact we may play an animation from the previous models with the new model, or the other way, an...