Moderator: GZDoom Developers
by Graf Zahl » Sun Jul 28, 2019 12:23 pm
From the looks of it these shaders are doing a few things wrong but I have no idea how to make them right again.
That said, is there a way to make a compile error of a postprocessing shader non-fatal? Aborting the game for it is not nice.
https://www.doomworld.com/idgames/level ... ts/s-u/uof
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Graf Zahl
- Lead GZDoom+Raze Developer

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- Joined: 19 Jul 2003
- Location: Germany
by dpJudas » Sun Jul 28, 2019 1:28 pm
They are defining their own texture sampler objects (instead of using the ones already defined). It happened to work in OpenGL by chance because they get automatically bound.
We could make the errors non-fatal and have it just not perform the pass if it doesn't compile.
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dpJudas
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- Joined: 28 May 2016
by Graf Zahl » Sun Jul 28, 2019 1:40 pm
That would be better than the mod aborting in the middle of gameplay.
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Graf Zahl
- Lead GZDoom+Raze Developer

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- Joined: 19 Jul 2003
- Location: Germany
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