VReaperV
VReaperV
Apparently dragoons, advanced dragoons and tyrants are unable to hit medistations directly below them. Additionally, pouncing onto a medi directly below does nothing. Note that you are only unable to...
> > it's a large part in the center that you can't hit > > I can confirm this. Maybe it is simply that a straight line crossing through its...
> Actually the code in `colorSpace_fp.glsl` provides many conversion functions with some `ifdef`, I would like to know which one of them produces a smaller binary code once compiled. I...
> Actually, if I'm right multiplying light by `8` would be like setting mapOverBrightBits to `3`… Yeah I saw that it's doing a bitshift in code, so it's multiplying by...
No, this one https://github.com/DaemonEngine/Daemon/blob/bf333c6d106886441d35cc37dc8dffc9f3dfeeae/src/engine/renderer/tr_bsp.cpp#L54-L95
I can't find anything in their repository for overbrightbits except a commit to remove them that mentions tweaking some other values manually instead, but I can't find any mentions of...
> When I apply #1019 I see the portal map being blended with distance, though it is upside down and it is not blended over the portal but over itself,...
I believe this is because of how we render portals now. The portal surfaces themselves are not rendered with the other surfaces, but alphagen portal uses Render_portal() which seems to...
We should too, we can use gl_FragDepth with a uniform passing in the alphagen value. Might need to get the linear depth since I assume that's what alphagen portal is...
You might need to add Tess_Begin() and rb_surfaceTable() or equivalent. I think the reason we're getting incorrect rendering here might be because the portals are rendered as follows: 1. PreparePortalCommand...