VReaperV

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I've added a portal readback as well: now instead of just calling `R_MirrorViewBySurface()` for every portal surface after sorting them by distance each frame, the `cull_cp` shader will cull portal...

Adding `R_SyncRenderThread()` to `GenerateWorldMaterials()` also seems to have fixed crashes with `r_smp 1`, so I have disabled that restriction.

> Could we get a comment somewhere with an overview of how the double buffering works and what is the benefit of it? Like is there an async API for...

> If you used the surface visibility from an earlier time then the player could have moved to a point that makes some of them newly visible. Technically yes, but...

> The waving effect when healing also prevents you to see through (you can even be attacked while seeing nothing). > > I sometime think we may want to fade...

Do all tags start with `tag_`? Then we should change the model, to keep it consistent.

> Here is an arachnid2 build, to be used with that branch: > > * https://dl.illwieckz.net/b/unvanquished/pkg/preview/map-arachnid2_1.2.2%2Bsrgb.dpk > > I need help to understand why the creep is so bright: >...

I also don't really get why you want to store everything in sRGB and do extra conversions (which include `pow`) back and forth instead of just using more precision for...

> The creep is too bright because it it is not linearized (so it gets delinearized at the end, it's like doing gamma 2.2 on it). It is not linearized...