VReaperV
VReaperV
I don't think this is the case anymore, if the requested animation is not loaded it will use the default obe, resulting in identity skeleton.
Mesa or proprietary drivers btw?
It seems the original issue might also be hw-specific, since with `r_ssao -1` I get this on Nv: `r_materialSystem off`:  `r_materialSystem on`: 
Just to clarify some things: no, there's no rotation at all on the bboxes; yes, they're all AABBs. And they're a huge issue even without rotation, and ideally we'd want...
I've looked through the demo record/play code, and it does just store/play back messages received from the server. Haven't found it to change any cvar other than `sv_killserver`.
> Another proposed solution (and easier to implement at first) would be to just redo the relief computation on the depth mask as well… Checking the alpha channel in `lightMapping_fp`...
I'd prefer a proper fix here rather than disabling things.
> A proper fix is likely slower: what I understand is that it would require to compute relief mapping in the depth shader… I believe we can just use alpha...
My concern with skipping depth here is that it might lead to incorrect results, since it would probably break any effects that rely on depth. It might not be noticeable...
> If we skip depth, what would happen if there are more than one texture like this in the line of sight? It probably wouldn't look worse than if there...