VReaperV

Results 80 issues of VReaperV

This issue is to keep track of necessary steps and progress for implementing shadowmaps in the tiled renderer. Required: - [ ] Support for generalized texture atlases. These atlases should...

A-Renderer
T-Feature-Request

Builds on #1180 Avoid culling the same surface twice, which is especially important for occlusion culling since it reduces the amount of texture accesses by half.

Some steps to implement occlusion culling in compute shaders using a Hierarchical Depth-Buffer. The depth buffer is processed before the post-processing pass, reducing it to the next mip level until...

Add GL timers for major parts of the engine (frame, depth pre-pass, opaque, transparent, post-process, cull and depth reduction)

A-Renderer
A-UI
T-Improvement
A-Engine
T-Performance

I've been getting segfaults at https://github.com/Unvanquished/Unvanquished/blob/2954028438b43714e1dadff8d83ea44c84a55590/src/sgame/lua/Interpreter.cpp#L190 after some earlier Sys::Drop()'s that were called due to unrelated changes. https://github.com/Unvanquished/Unvanquished/blob/2954028438b43714e1dadff8d83ea44c84a55590/src/sgame/sg_spawn.cpp#L956 is one such example.

T-Bug
T-Regression

In some situations, bots stop seeing the armoury — they don't use it at all, but still do count it as a building. For example, here on map `g3trem`: ![unvanquished_2023-07-08_192721_000](https://github.com/Unvanquished/Unvanquished/assets/10687142/5ad4dcfb-8d48-49a1-aa45-b99e03e1d806)...

A-Bots
T-Bug

Attempt to fix crash on Mesa.

T-Bug
A-Renderer
GPU-AMD

https://github.com/DaemonEngine/Daemon/pull/1256#discussion_r1729140504: > The cubemap search function can only find probes that are in the same epsilon X epsilon X epsilon-sized voxel. 0.01 is unreasonably small so I assume it was...

T-Bug
A-Renderer

Add GL timers for major parts of the engine (frame, depth pre-pass, opaque, transparent, post-process, cull and depth reduction)

T-Improvement
A-Renderer
T-Performance

Parse info logs on shader compilation failure in an implementation-dependent way, which poduces an output like this: ``` 136: vec4 color; 137: vec2 texCoord, lmCoord;a 138: 139: VertexFetch( position, LB,...

T-Improvement
A-Renderer
A-Logging