dukeeeey

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I can't speak for Bart but commits with mostly cosmetic changes are quite annoying. Also adds to the chance of breaking something unintentionally. We either have to test and go...

I had a quick look at this. The model has loaded correctly. It's drawing correctly. The issue is the model has the wrong orientation. It should be facing the viewer....

Well I checked for billboarding flags. Billboarding would make the model always face the viewer. But they are never set. In fact I am not sure any model3 game uses...

I know roughly what the issue is. The surface is marked as flat shaded. For some reason secular seems to behave differently on flat shaded surfaces.

The quad patch sounds good. The sky in Harley has massive polys which were running out of precision with the original quad code, hence the double math. It took me...

Can you make a screenshot of the artefacts? Be interesting to see if it's the same I had before. I've never even tried supermodel on an Intel gpu. Do you...

On my nvidia card it was only happening at very specific points in the sky. It wasn't happening there, but the bug looks similar. You can tell the attribute interpolation...

![qdebug1](https://user-images.githubusercontent.com/11051919/180597057-000b95bc-e19f-4c4d-aec0-e3a098e7028d.jpg) This is one of the few debug images I found of the problem. Basically I just modified the shader to look for out of range values. The vertical gaps...

You could try something like #define GL_ARB_shader_precision 1 https://registry.khronos.org/OpenGL/extensions/ARB/ARB_shader_precision.txt

I'd like to actually tested on intel h/w. Unfortunately I don't have access to any intel gpus.