VReaperV
VReaperV
Lower profiles than 4.6 (4.3 and up can be worth checking) might work too.
Is there any reason to not just always try to get the highest context version, regardless of driver/hardware? Would also help prevent shader compile errors that happen when core functionality...
We can save it in a cvar, then only read from it if the cvar has a valid context number.
This might be due to lack of sorting for transparent surfaces and unstable stream compaction. I have some fixes in mind if that's the case.
> I also get this with glass surfaces on uvcs, running on AMD hardware. But it only happens for random glass panes, not the whole room at once. > >...
Moving the issue out of the project since it's the case with or without material system.
I'll see if I can add a non-compute path later. The compute one can also easily give histogram information for https://github.com/Unvanquished/Unvanquished/issues/221.
I've put some of these changes into #1563 to make this pr lighter.
Hmm, I might've broken something with the more recent push, the changes were pretty mild when I was testing it.
Rebased + fixed some issues. That should hopefully fix the drastic exposure changes as seen on the above screenshot too.