Unknown W. Brackets

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Well, with the debugger API you can set a breakpoint to get the same effect. There's a sample in this repo: https://github.com/unknownbrackets/ppsspp-api-samples/ -[Unknown]

https://bellard.org/quickjs/ seemed promising to me at one point. If people really like Lua, I'm not that against it. To me, it just seems like a dead end. It's like learning...

Perhaps, but honestly one should be suspicious of anything - js, python, lua, and prx files can all contain malware. I don't think dynamic objects are ideal, but I do...

Even if it were a PSP module, you could still use it on a PSP, I suppose, you would just get SCE_KERNEL_ERROR_MODULE_NOT_YET_LINKED for any of the functions. There'd be no...

So there are two separate issues here - do they both happen only on Vulkan? Or does the mobile issue happen on OpenGL and Vulkan both, and the other issue...

Hmm, but if the game specified that flag, it indicates to clamp depth to the [0, 65535] range. Maybe the flag is ignored when drawing beziers or something? -[Unknown]

@leopard20 check the features tab in system information - your device may not even support depth clamping. -[Unknown]

Is v1.6.3-323-g945eab6fe the first build that stopped working? What's the last build that works? Also - which positioning of the yellow is "correct"? Can you try that same exact scene...

I wonder if that error is caused by KhronosGroup/glslang#1418, if it's happening on PC. What does depth look like using the software renderer? In theory, that's the correct depth. -[Unknown]

Okay, then probably OpenGL is correct. Since it seems like it renders mostly right in the software renderer, can you try making a GE debugger dump? To do this, open...