slipher
slipher
Fog image stuff can be dropped. Do we really need to have the `_red` image at all?
Yeah I don't think the complexity is worth it if we are going to only save like 10 KB or something. The color detection code is rather convoluted.
> So maybe we should render them with the core path? Video textures never worked with bindless textures even with material system turned off. So I don't think there's an...
Well I guess bypassing material system could stop them from crashing, even if they don't actually work.
How would you make the textures not bindless though? You would need a special code path to use textures with bindings even though bindless textures are enabled. Autosprite/skyboxes/portals have special...
Here are some things I want to do with fog. Some of them I have done on a local branch. - Fix global fog being drawn twice with material system...
I just uncovered a big bug affecting fog in this line: https://github.com/DaemonEngine/Daemon/blob/ed4ffa854867a29d4498ba671c2d62547af9fbf6/src/engine/renderer/tr_shade.cpp#L1634 This is seemingly intended as an epsilon intended to make sure the distance from the viewer to a...
Well, the `fogDistanceVector[3] += 1.0/512;` line is there in ioq3. @VReaperV What's the name of the map?
By the way if testing with ioq3, make sure to use the GL1 renderer for a fair comparison. I actually tried ioq3 with fog the other day and the GL2...
Found those screenshots. This is one with GL1 on an older version of atcshd. Edges look pretty hard...