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(OSX) Rendering problems #37
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I think this is a missing depth buffer, I've seen this on Linux when changing from fullscreen to windowed. |
I can reproduce the second screenshot on Linux when switching resolution before starting a new game. |
The problem is that for some stupid reason in Haven't really figured out why that is <12 in the first place, though. |
to the file and never see this issue again. |
ok, /maybe/ If I understand the documentation of Window's
So, what should we do when it's 0? |
Just set it to 16 if it's zero. There's no way this game needs more than 16. (dm_ddDepth is color depth of the display, not the depth buffer, and is probably always 32 in modern times.) |
Figuring out why this is zero in PersistentSymbols.ini is a worthwhile endeavor, too...has this always just been falling back to 0 on resolution change and no one ever noticed, or did we break it? |
I don't think we broke anything, people have spotted this bug before: it could be a deliberate (albeit bad) decision to set it to 0. Since |
Seems like on Windows 0 bits is handled as "Let Windows/Driver decide), so handle that case by setting a reasonable value of 16.
added a fix for this to PR #44 |
Seems like on Windows 0 bits is handled as "Let Windows/Driver decide", so handle that case by setting a reasonable value of 16.
There are rendering problems in OSX, both 32bit and 64bit, both first and second encounter.
It's OSX 10.11.4 on a i7-4570R with Iris Pro graphics.
I also get an assertion failed (on startup in TFE, in the first level on TSE), from
Grx_wrapper.cpp:154
pglGetError()==0
.Unfortunately I suck at using OSX and OpenGL, so it'd be cool if someone else could reproduce and debug the problem ;-)
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