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renderer: fix infuriating grey line #287
Maybe I'm a wizard, then.
I've noticed that if the bug is not in SSAO neither FXAA code, using both makes worst artifacts than only one of those. I also noticed that ticking FXAA on and off (the later not requiring an engine restart), I was seeing the screen being more streched with on than off, in real time.
Here is with and without fxaa (while ssao is enabled):
Those screenshots can also be seen there with a nice slider.
So, I've noticed that the only common code in both shaders was something like that:
Which is the computation for the pixel size.
I then thought: “maybe those floats in
I then thought: “wait, those floats are passed from c++ to glsl, those floats are just the quotient of 1 by ints, we can pass them as int instead and translate multiplication by division”, I tried, it seems to work.
So, this is expected to fix Unvanquished/Unvanquished#858
On my side it does:
@slipher, the big difference I see is that when this float is set as a
In this case the bug was probably hidden until 2008, when those floats were converted from uniforms to defines:
And in any way, the shortest