Thomas Debesse

Results 320 issues of Thomas Debesse

I forgot to create an issue for that but I mentioned there before: - https://github.com/Unvanquished/Unvanquished/pull/3093 Motion blur is broken ![unvanquished_2024-10-16_052628_000](https://github.com/user-attachments/assets/a938b123-82e6-4fb8-8572-8eecd4248ee8)

T-Bug
A-Renderer

Always use pthread outside of MSVC. After enabling it unconditionally I seen no build issue with Linux (GCC and Clang), macOS (AppleClang), FreeBSD (Clang), MinGW, PNaCl. Also, CMake reported the...

A-Build

Our engine already supports scaling and offsetting an height map, but it currently only supports the shader-wide DarkPlaces' `dpoffsetmapping` syntax, which is not enabled by default, and unlike the DarkPlaces...

A-Renderer
T-Feature-Request

Sometime with less common compilers I get an error about `getrandom` syscall failures, but we already have an alternate implementation. It happens that the checks is currently done at build...

T-Question

First seen in https://github.com/Unvanquished/Unvanquished/issues/799 See the ice stalactites on the gauntry (in background): [![translucent on fog](https://dl.illwieckz.net/b/daemon/bugs/translucent-on-fog/unvanquished_2020-04-12_045607_000.jpg)](https://dl.illwieckz.net/b/daemon/bugs/translucent-on-fog/unvanquished_2020-04-12_045607_000.jpg)

T-Bug
A-Renderer

I remember @DolceTriade said one day he seen bugs while compiling with GCC 14. I confirm I see bugs affecting models in a weird way when compiling with GCC 14...

T-Bug
A-Compiler

What is the need for `nacl_helper_bootstrap` on Linux? On my end the game runs without it.

T-Question

Right now we have 3 kinds of GLSL shader loading implementation (`r_lazyShaders`): - 0: build all shaders at game start before reaching the main menu (old default): it builds everything...

This is the historic XreaL liquid shader design: ```c textures/test-water_custom/water { qer_editorImage textures/test-water_custom_src/water_d qer_trans .6 surfaceparm nobuild surfaceparm trans surfaceparm water surfaceparm nonsolid { stage liquidMap map textures/test-water_custom_src/water_n scroll time...

T-Improvement
T-Question
A-Renderer

Relief mapping is not applied on depth computation, hence alpha blended textures using depth write (like grids) displays a bit of void. It's possible to workaround this by disabling the...

T-Bug
S-Help-Wanted
A-Renderer