slipher

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I can't reproduce the issue with the egg spam layout on the 0.55.3 release (Windows + Nvidia).

I don't get it with the armories either.

As usual this doesn't happen with GCC 14.2 on Windows. Does it matter what `vm.cgame.type` you use? Does it matter if you disable `r_vboModels`?

TransAddRotationQuat doesn't seem to work correctly with Clang 19. I have a failing unit test: ```cpp static void ExpectTransformEqual(const transform_t &t1, const transform_t &t2) { for (int i = 0;...

I added `__attribute__((noinline))` to TransAddRotationQuat so I could disassemble it. The last 3 instructions set the entire `sseTransScale` part of the transform to 0. All of our coordinates being multiplied...

The problem with Clang is that it now can't correctly handle SSE bit mask intrinsics on floating point vectors when `-ffinite-math` is on: https://github.com/llvm/llvm-project/issues/118152. The arguments to `_mm_and_ps`, `_mm_or_ps`, etc.,...

I tried setting `attenuation = 0.0;` in the `computeDynamicLight` GLSL function. Having lights with 0 intensity ought to be the same as having no lights, but the same artifact is...

In fact it DOES happen with `r_drawDynamicLights 0`. Must have messed up the previous test somehow. After [fixing r_showLightTiles](https://github.com/DaemonEngine/Daemon/pull/1677), I see that the light tiles are bigger than the squares...

Doesn't happen for me with Intel or Nvidia proprietary drivers. Easy repro steps: - `devmap uvcs` - `setviewpos -2242 -1267 184 177 -27` - `testshader gfx/weapons/rifle/smoke` or `testshader gfx/buildables/acid_tube/spore` The...

It happens in both ultra and low presets so does not depend on relief mapping setting.