VReaperV
VReaperV
The original issue is still there.
> I can't reproduce the issue with the egg spam layout on the 0.55.3 release (Windows + Nvidia). I can reproduce this by doing: - `/devmap plat23` - `/setviewpos 0...
Might be compiler-dependent or something. I believe @enneract was able to reproduce this issue as well.
This might be some incorrectly set shader sort since we do depth->opaque->fog->translucent. Or maybe we just need another pass before fog and after opaque, since stalactites probably are translucent.
I decided to check if it's still true...  On the bright side, it's no longer rendered above fog.
Confirming the original bug is still there.
> This might be some incorrectly set shader sort since we do depth->opaque->fog->translucent. Or maybe we just need another pass before fog and after opaque, since stalactites probably are translucent....
The `implicitMask` is indeed not working, because the alpha threshold is being set to 1.5, i. e. the default value.
Looks like the shader gets sorted as opaque and I'm not seeing it being used when stepping through the `RB_RenderDrawSurfaces()` code for translucents, but I see it being rendered after...
They also don't write to depth, even though they should.