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When both gl_flashblend and gl_outline are enabled there are leaks (large streaks appear in various directions) from flashblend elements, this can be seen most easily during pregame when everyone is glowing and one has gl_rl_globe enabled. It's been this way for a long while with amd gpus on both linux and windows.
The text was updated successfully, but these errors were encountered:
it would appear to be this call to glm_drawsequentialbatch, if we skip it everything appears to render properly except flashblend explosions:
glm_sprite3d.c: 178 else if (batch->allSameNumber && batch->numVertices[0] == 18 && GL_Supported(R_SUPPORT_PRIMITIVERESTART)) { 179 GLM_DrawSequentialBatch(batch, indexes_start_flashblend, INDEXES_MAX_FLASHBLEND); 180 }
moving renderer.Draw3DSprites(); before GLM_DrawAliasModelBatches(); also fixes the problem, but this has the side effect of rendering the alias models outside of the flashblend bubbles.
When both gl_flashblend and gl_outline are enabled there are leaks (large streaks appear in various directions) from flashblend elements, this can be seen most easily during pregame when everyone is glowing and one has gl_rl_globe enabled. It's been this way for a long while with amd gpus on both linux and windows.
The text was updated successfully, but these errors were encountered: