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just me derpin around #24
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Might not be accomplishing anything. It doesn't flicker now tho, will high gfx settings.
…l like I'm wearing this command pod as a helmet Also add button to change scale in the editor
On further testing... my version seems to be actually broken now on d3d12... I do not know why this is. |
That's interesting, so one method works with d3d12, and a totally different way works with d3d11... bizarre. So basically the rendering pipeline consists of dark magic, got it. I don't know what real advantage |
I think it's something to do with the asynchronous nature of the rendering, without using 2 different eye textures the compositor was sometimes presenting the 'wrong' eye, meaning it was pulling the other texture data. Some kinda weird asynchronous thing difference between 11 and 12. Anyway my only goal was to see if I could make it a little more compatible, I'm not sure if I accomplished something by copying the rendertexture to a texture2d, I was fighting a texture format issue which turned out to the be the game still using d3d9 when passed the d3d11-no-singlethreaded flag which it seems to ignore. d3d11 also breaks the VAB parts, sadly :( I don't know if there's a solution there other than Squad moving to dx11/12. |
As the part's icon going blue on d3d11 there is a fix made by ShadowMage, author of Texture Unlimited. Quote from KSP forum :
Maybe it can help somehow |
Whoa, nice, this is a great find, thanks @Li0n-0 ! |
Just playin with the mod, adding a few odd features here and there. I've been running this in d3d11 mode, seems ok? Not sure if It's something I changed or not.