Jasper St. Pierre
Jasper St. Pierre
Expanding on the notes for the other checkboxes. * [ ] sRGB-aware blending only needs to happen when computing the blended midpoints for the color tables. The way I expect...
> queryTextureFormatSupported needs to accept width and height as arguments This has now been done in 0c5baaf6073c016613b355e3afc00cb35458e459
Yeah, I'm not emulating any postprocessing / lighting that Kirby is doing right now. If anybody wants to help make it more accurate, that would be lovely!
Yeah, the VR support is currently broken. Unfortunately, I do not have a headset or a way to test it myself. Last I checked, it worked fine on the XR...
Unless someone is able to debug the actual device, I can't really contribute here. I am happy to assist someone who wants to understand how the VR mode is architected,...
Thanks to some community members, I identified one potential issue fixed in 8c36ec1ffa81c61dc56bf7df9a3c1dbb4cc5654d.
I'd put money on this being an issue with NPOT texture arrays -- probably an old Intel graphics driver bug. Not sure how often ChromeOS updates those.
wantsLightmap is set to true when the surface material is marked as having a lightmap. https://github.com/magcius/noclip.website/blob/abdd1a14db3503c39c0b630187fe22c5a3e59901/src/SourceEngine/Materials.ts#L2266-L2269 The shadow map size is related to the dynamic shadows cast by env_projectedtexture, which...
There are precompiled lightmaps in the files. That's what's stored in there. The issue is the method I use to load them in.
Camera speed not being normalized to framerate is a known issue -- always been on the list to fix, never got around to it. Game authors are encouraged to make...