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Everything posted by vladislavbelov
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You might need to cleanup the solution.
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Vulkan - new graphics API
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
No problem Not for RC and releases, spirv is prebuilt there. Yep. -
Vulkan - new graphics API
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
It's mentioned in the first message of this thread The final steps aren't established yet because we're tweaking stuff. But they'll be definitely published. Though I'm not sure about the BuildInstructions page, as it's more about packaging and running. Do not forget to enable feedback if possible -
Thank you! Yes, I have few ideas to check. add the following line to your user.cfg and run: renderer.backend.vulkan.disabledescriptorindexing = "true" add the following lines to your user.cfg, run the game (it will be slower, it's ok) and attach userreport and mainlog after that: renderer.backend.debugcontext = "true" renderer.backend.debugmessages = "true" renderer.backend.debuglabels = "true" renderer.backend.debugscopedlabels = "true"
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It's a different option, there is view.scroll.mouse.detectdistance.
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Could you run a clean SVN (without the fix) with enabled validation? (You need to add the following lines to enable it) renderer.backend.debugcontext = "true" renderer.backend.debuglabels = "true" renderer.backend.debugmessages = "true" renderer.backend.debugscopedlabels = "true" After that could your replace source/renderer/backend/gl/DeviceCommandContext.cpp:160 if (color && (framebuffer->GetAttachmentMask() & GL_COLOR_BUFFER_BIT)) by if (false && color && (framebuffer->GetAttachmentMask() & GL_COLOR_BUFFER_BIT))?
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There are plans to fix the font rendering problem. I've already added the freetype library. The next step is to add font pre-rendering in the game (via freetype directly or via cairo/pango). I think it's a reasonable restriction, as well as for emails one. You can use the player name option if you want to customize the name.
