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Invisible/Fading Meshes in mournhold sewers
Posted: 04 May 2019, 06:22
by CloneTwo
Re: Invisible/Fading Meshes in mournhold sewers
Posted: 04 May 2019, 14:43
by AnyOldName3
Does it change if you enable force shaders? I've seen a similar issue where someone was using Intel integrated graphics, and the driver was getting confused by fixed-function stuff.
Re: Invisible/Fading Meshes in mournhold sewers
Posted: 04 May 2019, 15:00
by akortunov
Bisect shows that the issue is in the Animation::setAlpha() (presumably a data race during transparency update for creatures).
PR #2355 seems to fix this issue for me.
Re: Invisible/Fading Meshes in mournhold sewers
Posted: 04 May 2019, 15:32
by CloneTwo
Force shaders was enabled when i made those screenshots, not sure if disabling will make a difference though
Re: Invisible/Fading Meshes in mournhold sewers
Posted: 04 May 2019, 16:36
by AnyOldName3
I've given it an LGTM, so as there are symptoms of it not being merged, I'm going to merge it if no one objects soon.
Re: Invisible/Fading Meshes in mournhold sewers
Posted: 05 May 2019, 05:30
by akortunov
Check the latest nightly build - this issue should be fixed.