Erik Abair

Results 27 issues of Erik Abair

Please note that this could be a breaking change for anybody reliant on the current behavior.

bug

The current implementation of `sign` https://github.com/godotengine/godot-cpp/blob/master/include/core/Math.hpp#L110 treats 0 as positive (similar to `std::signbit`). The Godot builtin treats 0 as a special case (returning 0): https://github.com/godotengine/godot/blob/8f7f5846397297fff6e8a08f89bc60ce658699cc/modules/visual_script/visual_script_builtin_funcs.cpp#L753 I'm not sure if this...

bug

This addresses the difference in pixel center between OpenGL and the DirectX 8 approach used by the hardware. Note that the resultant behavior still does not fully match the hardware,...

### Bug Description In #1178 I added a hack that treats size_in values of `0xFFFFFFFF` as an indication that the PVIDEO overlay should be torn down. This does not match...

bug

Fixes #1008 Fixes #1044 The nv2a returns 0 for anything multiplied by zero, including exceptional values such as Inf and NaN. Desktop GPUs do not enforce this, leading to conditions...

Fixes #365 by forcing treatment of NaN values generated in the vertex shader to follow the same pattern as HW. Unfortunately this does not address the fact that on HW,...

Calling XLaunchXBE with a path that starts with `d:` or `D:` fails to launch the XBE. Passing an explicit expanded path (i.e., prefixing with `\Device\CdRom0`) works, as does passing a...

There are a handful of functions that are implemented w/ an `assert(0)` invocation. (I ran into this while attempting to extend NevolutionX's config.json using a `float` and the json lib...

Fixes #110 This leverages fgsfdsfgs/pbgl and grimfang4/sdl-gpu to add HW acceleration to SDL (at least the parts that are used by NevolutionX). Both projects needed some patching: - pbgl has...