Results 214 comments of Bjorn

Disabling multisampling fixes this sample but still results in rendering bugs in more complex projects (each eye renders a different thing). Likely multiview related?

Maybe making the block read-only in the vertex/fragment shader would help. Mobile implementations aren't great at storage writes in graphics stages, so maybe the fact that the buffer *can* be...

Yeah, it will require a change to test (probably `ShaderBlock:getShaderCode` takes an optional "access" hint that it uses to decorate the block with readonly/writeonly/readwrite). I'll try this out once I...

Discoveries: - Making the block `readonly` doesn't change anything - Disabling MSAA fixes the issue (`t.headset.msaa` can be set to 1) - There is now a mysterious GL debug message,...

- Canvas - Shader - Culling or Winding - Wireframe - Blend Mode - Color - Color Mask - Stencil Test Is I think everything that could affect the `lovr.graphics.fill`....

Not immediately relevant, and details subject to change, but the upcoming graphics stuff has passes. Render state is reset at the beginning of a pass. So you can do ```lua...

Lately I've been trying to design a generic Buffer interface that can be used for vertex buffers as well as UBOs/SSBOs. It does get really complicated, I'll try to clean...

Can you think of any reason this API wouldn't work or be undesirable? ```lua lovr.graphics.newShaderBlock({ { 'someParticles', 'particle_t', 4 }, { 'moreParticles', 'particle_t', 'variable' }, types = { particle_t =...

I don't think it's a known bug. If you could submit a sample project (and maybe the platform you're running on), I can take a look!

Definitely :+1: to disabling autoplay and/or making it opt-in