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I found this by reducing the view size with the sizedown command. It might happen with portals too, but I haven't tested. The bug is the blue texture not going all the way to the top of the viewport.
I also checked with /testshader gfx/weapons/flamer/haze to verify it is not something special about the forcefield shader. This one shows that the bug with textures not extending to the edge of the view when they should also applies to surfaces other than the one containing the heat haze.
The text was updated successfully, but these errors were encountered:
Is this a common use case? It would require to add some extra logic to the shader to fix it, since right now it just uses the entire current colour buffer as input.
sizedown certainly isn't common. We have been asked about leaving black bars on the sides for very wide monitors, although I don't think there's any way to configure it currently. At least it can happen with portals (see the red left side of the monitor bleeding into the portal):
It would require to add some extra logic to the shader to fix it, since right now it just uses the entire current colour buffer as input.
Could we define a sub-image with this so that we don't have to change the shader?
I found this by reducing the view size with the
sizedown
command. It might happen with portals too, but I haven't tested. The bug is the blue texture not going all the way to the top of the viewport.I also checked with
/testshader gfx/weapons/flamer/haze
to verify it is not something special about the forcefield shader. This one shows that the bug with textures not extending to the edge of the view when they should also applies to surfaces other than the one containing the heat haze.The text was updated successfully, but these errors were encountered: