VReaperV
VReaperV
> Hmm, `PreparePortalCommand` was previously named `R_PreparePortalCmd`, introduced in commit [62c51af](https://github.com/DaemonEngine/Daemon/commit/62c51af982c3120fbe334cb7019f1ef888486ee3) by @gimhael. > > The commit is named `Add support for multiple and nested portals by using a stencil...
It looks like both methods add new rendering cmds for the backend to render. It seems to be rendering them in the order they were added, and the only draw...
> Maybe the portal is written to the wrong framebuffer and written directly on the screen? 🤔️ The framebuffers seem to be correct... At least the drawing of the actual...
> What I mean is that maybe the portal should be rendered to a specific framebuffer to be able to render it? > > Or is it simply expected to...
> What can prevent a translucent object in front of a portal to not blend with it? > > As seen in: > > * [Portals render above translucent textures ...
Actually, look at this:  I noclipped into the window (the window has 2 sides), you can see that on the right it's rendered is if I was in the...
This also affects building outlines, here's with z_near 100: 
This also makes me think it might have something to do with depth (perhaps how it's used in `generic_fp.glsl` or the input values there?):   
It's also worth noting that you can't do that on grangermaze:  That's probably because the depth there is set to 1.0 since there's nothing behind the portal.
@illwieckz I believe I found the issue. These are the color buffer and depth buffer as seen in Nsight on pulse near the window:   The stuff rendered in...