Enokilis
Enokilis
> Well, one apparent difference is it passes a bad period size to `IAudioClient::Initialize` (it passes the same size for the buffer and period size, using the buffer size, when...
If the engine finds the OpenGL extension string of GL_ARB_multitexture, it will make use of hardware multitexturing capabilities to draw lightmaps and detail textures. Unfortunately, this breaks the functionality of...
> I did a little research to figure out why overbright is forced off when multitexture support is available. I'm pretty sure the lack of overbright functionality with multitexturing comes...
> Makes sense. I suppose it would be easier to implement in a shader then since you can control the blending more precisely with any number of textures. It's also...
Activating fullscreen in OpenGL bypasses the compositor as well as any framebuffer compression scheme. Rendering to an FBO and then blitting to the backbuffer should eliminate the performance disparity. I...
There appears to be multiple factors contributing to unintuitive behavior of the lightmap. Aside from the aforementioned gamma inconsistency, the lightstyle feature inherited from Quake does not seem to modulate...
Isn't it the other way around? Adwaita's "move" matches [this](https://developer.mozilla.org/en-US/docs/Web/CSS/cursor)
The new update doesn't appear to actually add overbrightness, but merely restores the original look of gl_overbright 0. This is still a step in the right direction, as many lights...
Odd. I took this screenshot yesterday, and it definitely doesn't seem as bright.  Booting it up now, though, it does actually look brighter. Did they hotfix it, or was...
> They'll look different, but not incorrect. In comparison to stock maps, that is. They looked "fine" before since the clamping level was consistent across all maps, but now you...