slipher
slipher
> We also have this but I don't know if we need it, I would prefer to avoid duplicating shaders, and we only need to load old maps the old...
Fixing the nasty aliasing on the plat23 floor textures with MSAA is another good one. For storing lossily compressed images in the repository, perhaps it makes more sense to store...
> Fixing the nasty aliasing on the plat23 floor textures with MSAA is another good one. Forget it, MSAA doesn't actually help at all there. The only thing I know...
Well the texture in question is one with alternating 'infinitely deep' areas so I expect having more scale available could only make things worse :)
> Also, of course if there is no intermediate depth, this would not improve anything… Exactly, it's a sudden dropoff to a bottomless pit, or so I assume.
Now that #1827 is merged, this should only affect the first time the screen is drawn, where the progress is 0%.
> When trying to run the game with SDL3.2.20 Your log says 3.2.22. 3.2.22 is the one that should work though... This can happen if you don't have the build...
Removed the "regression" tag because IIRC previous release builds didn't support Wayland at all. So the idea of https://github.com/libsdl-org/SDL/issues/11453 is that in this Nixos environment, SDL does not manage to...
Can you try running `SDL_VIDEODRIVER=wayland ltrace -e dlopen -o trace.log daemon ` and paste the contents of `trace.log`? We could try to check the output vs. a working run to...
This issue of missing dynamic dependencies could also be the cause of @illwieckz's issues with testing the armhf engine on arm64. It's not unlikely that some dependencies would not be...