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3160: Make gfx_quad_as_triangle 0 default r=def- a=Jupeyy fixes #3097 I added a TrianglesBeing/End() instead for ingame quads Let me quickly explain why #177 failed. In the screenshots of #177 you already see the problem the driver can built a quad like: ![image](https://user-images.githubusercontent.com/6654924/96621122-86f80780-1308-11eb-881a-eb51bdbe558c.png) or like: ![image](https://user-images.githubusercontent.com/6654924/96621195-a131e580-1308-11eb-91c4-cc4cab96bdfd.png) or somehow it wants, but it will always do them as triangles And thats why the ingame quads were basically flipped in the screenshots of #177 But this almost never matters. Tiles are single colored, text is single colored, ui elements are single colored. So it only matters for ingame quads probably, which specify the color of each edge Also even if it would matter, we can simply change the quads to triangles now. Pro: - Generally less vertices upload - Less vertices building on CPU side Cons: - nothing Co-authored-by: Jupeyy <jupjopjap@gmail.com> |
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antibot | ||
base | ||
engine | ||
game | ||
mastersrv | ||
osx | ||
osxlaunch | ||
steam | ||
test | ||
tools | ||
twping |