VReaperV
VReaperV
It seems... unlikely that this is caused by material system, as there aren't any functions used by it in the call stacks posted above.
Also added a fix for `globalFog` fog texture.
Changed the initial commit and added a new one, now it mutualises `currentValue` and `uniformFirewall` (in a way that works with any kind of uniform unlike `uniformFirewall`, and with both...
> The recommendation for trap_R_AddRefEntityToScene and the next few is "Add all to shared mem, flush when ready." Sounds like what we already do. The messages are written into the...
> Using realLight (trap_R_LightForPoint) for particle systems is probably a dumb idea since you could have just specified light mapping in the shader and avoided the IPC. But we should...
Updated to only include `SyncMessage`s.
Hmm, apparently so. I think it can just be passed in some `refEntity_t` field if it isn't already, and the IPC call removed. It seems that lightgrid is already interpolated...
Renderer can use it with `rgbGen entity`.
The issue is that the binary shaders blend using combinations of `GL_ONE` and `GL_ONE_MINUS_DST_ALPHA`. Since the alpha is no longer limited to [0.0, 1.0] range it exceeds that value after...
So far I haven't been able to reproduce this at all.