I tried a few things to fix it keeping the nvidia thing, but failed misreably:|. Window xA to window xB switch is different and broken by lacking UpdateSize() in FramebufferManagerCommon::BeginFrame() - so that's an easy fix, after additionally disabling that nvidia bugginess workaround it fully works for me, but nvidia users with this crash will not be too happy from reverting their workaround. I kind of found a fix, but don't know how to deal with part of it.Īssuming postprocessing shaders using "OutputResolution=True" + xN rendering res are affected by same thing as "auto" rendering res with shaders that doesn't use it, I noticed that the change does actually exist when going between window/fullscreen, however it lags behind one "change" - "thanks" to recent nvidia driver bug workaround.:/ In case it's hard to understand Window->Fullscreen will keep window rendering res for fullscreen, then going back will set fullscreen res to window. I have to manually select rendering res after changing window size to correct it again ~ that's with v1.0.1-2788-gd3b265aĪnd how it looks after changing window size now: Which uses "OutputResolution=True" and even with manually selected rendering resolution as soon as I change window size it get's messed up, it wasn't earlier:]. Vec3 color = texture2D(sampler0, v_texcoord0.xy).xyz įloat rey = (1.0 / SLsize / u_pixelDelta.y)
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