VReaperV

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Maybe, although that might introduce issues with depth testing during portal rendering. We can just draw the portal surface again after everything in the portal is rendered, but with ColorMask...

I think changing this https://github.com/DaemonEngine/Daemon/blob/6d1441070ebc8d3faa775754c201cdc95079c578/src/engine/renderer/tr_backend.cpp#L5609 to `GL_State( GLS_DEPTHMASK_TRUE | GLS_COLORMASK_BITS );` should fix it.

Actually, also need to add a state bit for GL_ALWAYS or manually do glDepthFunc( GL_ALWAYS).

#1005 and #1021 will be partially fixed by #1031, full fix in a later pr.

Last remaining issue fixed in https://github.com/DaemonEngine/Daemon/pull/1022.

Is it expected to render as a mirror with some sort of distortions by water?

This sounds like it could be useful to cull shadow-casting lights, but IIRC the old shadowmap code does something else to ensure correct culling. It's also probably easier to just...

So every 16 texels it seems like.

> I get a lot of those warnings: This shouldbe fixed now.

> "Material" is sometimes used as a synonym or generic term for (q3)shader. Maybe we could call these metamaterials? Yeah, I thought the name might cause some confusion, so a...