VReaperV

Results 524 comments of VReaperV

A quick and dirty fix would be to add 3 commented out lines for every disabled macro, and then just add 3 lines to the count for #insert.

@illwieckz Any thoughts on the above? Maybe another approach?

This is probably bad plane generation in either `CM_SurfaceCollideFromTriangleSoup()` or `CM_SurfaceCollideFromGrid()`, since both essentially send the same points and generated planes to `CM_SetBorderInward()`, where they then somehow end up on...

> I tried a bit to set it up the lightmap shader with `USE_VERTEX_SPRITE` and the needed uniforms, but still couldn't get the vertexes to appear in the correct location....

> The advantage would be you keep using the VBO. The disadvantage would be you always have to send every sprite (2 triangles) as a separate draw call since the...

Perhaps just having some duplicate memory (just somewhere in RAM) for portal vertices would fix this. The memory required for that should be insignificant. `SurfIsOffscreen()` also uses both `tess.verts` and...

> Yeah the tess.verts etc. buffers should be made non-global, but it will be a big refactoring. Perhaps a more specific solution will suffice for portals for now, like just...

This crashes again now with `for-0.55.0` since other code reads vertices there. I think a rather simpler way to fix both the issues would be to calculate the portal center...

This seems to be a driver bug. Also, it's reporting an entirely incorrect line number.

> Intel's extension loading is buggy This is the case, since the [extension spec](https://registry.khronos.org/OpenGL/extensions/ARB/ARB_shader_storage_buffer_object.txt) states: > (insert after third paragraph, p. 73) The memory qualifiers "coherent", "volatile", "restrict", "readonly", and...