VReaperV

Results 524 comments of VReaperV

> * fading works, but fading to black instead of fading to portal render, Not sure what that means. > * fading is done in reverse: image is seen when...

Oh, so it's just backwards, right? I think just changing `color.rgb *= 1.0 - clamp(len, 0.0, 1.0);` to `color.rgb *= clamp(len, 0.0, 1.0);` should fix it.

> I also noticed that while it fades in the right direction, it doesn't really fade to black. It should be fading to an image though, rather than black?

Incorrect might be because alpha channel is not set and/or because of the blend functions.

Blending is fixed now. > I also noticed that while it fades in the right direction, it doesn't really fade to black. > > Example of test scene: map `nova`,...

This also happens on 0.54.1, so at least it's not a regression (or not a recent one).

> Now I'm looking for a place to do: > > ```c++ > if ( shader->isPortalOutOfRange ) > { > return; > } > ``` > > To avoid rendering...

This works now: ![unvanquished_2024-07-30_020034_000](https://github.com/user-attachments/assets/00566c2d-6faa-41ad-bd56-af721b2599ee) ![unvanquished_2024-07-30_020040_000](https://github.com/user-attachments/assets/ca088d25-afa6-4e56-a6d9-11ffe3dd0ecb) ![unvanquished_2024-07-30_020049_000](https://github.com/user-attachments/assets/c37eb781-3514-42cf-99e1-dd1a87605aaf) ![unvanquished_2024-07-30_020054_000](https://github.com/user-attachments/assets/180986af-5815-4076-9674-9aa6188a38b9)

This is likely the same bug is in rotcannon-garbage where you can fall through the tubes at the sides of the main area (e. g. in front of viewpos -456...

I assume the extensions supported by your machine include ARB_bindless_texture? Maybe addExtension() is not working properly...