VReaperV

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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.