VReaperV

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Anyway, I think it's just a driver bug.

It might that the driver recognises that the depth map handle is in the buffer (which is interfaced in all shaders) and that breaks `glTextureBarrier()`.

Actually no, there *is* a missing texture barrier, before depthtile.

Added a fix for that now.

I see. One more possible workaround is to special-case the depth map, so it never goes into the buffer on AMD + Mesa.

> I still get this with bindless textures > > ![unvanquished-vega-depthfade-normal](https://private-user-images.githubusercontent.com/7809431/479551684-452ed9f9-2b3a-419e-acb7-21c0d37d81a5.jpg?jwt=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3NTcwOTU2MDksIm5iZiI6MTc1NzA5NTMwOSwicGF0aCI6Ii83ODA5NDMxLzQ3OTU1MTY4NC00NTJlZDlmOS0yYjNhLTQxOWUtYWNiNy0yMWMwZDM3ZDgxYTUuanBnP1gtQW16LUFsZ29yaXRobT1BV1M0LUhNQUMtU0hBMjU2JlgtQW16LUNyZWRlbnRpYWw9QUtJQVZDT0RZTFNBNTNQUUs0WkElMkYyMDI1MDkwNSUyRnVzLWVhc3QtMSUyRnMzJTJGYXdzNF9yZXF1ZXN0JlgtQW16LURhdGU9MjAyNTA5MDVUMTgwMTQ5WiZYLUFtei1FeHBpcmVzPTMwMCZYLUFtei1TaWduYXR1cmU9ODdkOTFjNjgzMDI0Y2Y4Yzk0YWY1M2QyMGVmOWY2M2NmOTc4Y2RmY2NjZGFhYWFmOTA2ZmY5MmNhYjhmNGJhZCZYLUFtei1TaWduZWRIZWFkZXJzPWhvc3QifQ.4OOPj8W-CFsivOcHD7Wx1Xs53qXCsdjtnfXFwtfgbd0) I added a workaround for AMD/Mesa.

CI failure is unrelated.

> Now there is a weird bug where polygons with depth fade are drawn back-faced or with reverse culling. So for example rifle smoke and acid tube acid are invisible....

Hmm, I don't think I touched any of the related code anytime recently.

I would also be surprised if this depends on the map because AFAIK that code is only used for 2D drawing, so things like UI.