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Wrong rendering on Huawei P8 Lite #879
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Confirmed. |
On Huawei P8 Lite, the best float precision was [-2^15, 2^15]. I think this is the culprit. I'll fix to adjust EDIT: vertex presion was [-2^127, 2^127], which should be enough 🤔 EDIT2: The problem happens where texture values are taken, and this is done at the fragment shader. |
This was not finished yet: using 2048x2048 or 4096x4096 textures don't work correctly. EDIT: even 1024x1024 don't work?? |
This make package shareable more consistent. The mutex is lock after EndFrame and before BeginFrame, and the similar rule will be applied at launching (BeginFrame unlocks the lock in any cases). Instead, package ebiten queues image operations if BeginFrame and doesn't create provisional non-shared images. This should improve performance at launching since this reduces the number of draw calls, especifally for creating new images. Updates #879. Updates #921.
Reported by @wasedaigo
Balloons on hajimehoshi/rpgsnack-runtime are rendered wrongly.
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