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  1. Jun 24, 2020
  2. Jun 21, 2020
    • FearlessTobi's avatar
      Fix: fatal error CVT1100 when compiling manifest file · a8674a7b
      FearlessTobi authored
      
      Occurs when doing a local compile in MSVC build. The compiler I'm using is as below:
      Microsoft Visual Studio Community 2019 Preview
      Version 16.6.0 Preview 5.0
      
      Fixes this error:
      CVTRES : fatal error CVT1100: duplicate resource. type:MANIFEST, name:1, language:0x0409
      LINK : fatal error LNK1123: failure during conversion to COFF: file invalid or corrupt
      
      I have put 0 since previous name was 1. If have other names in mind, please let me know.
      
      Co-Authored-By: default avatardragios <dragios@users.noreply.github.com>
      a8674a7b
  3. Jun 20, 2020
  4. Jun 19, 2020
  5. Jun 18, 2020
  6. Jun 17, 2020
  7. Jun 16, 2020
    • Morph's avatar
      gl_device: Reserve at least 4 image bindings for fragment stage · e2f5d165
      Morph authored
      Due to the limitation of GL_MAX_IMAGE_UNITS being low (8) on Intel's and Nvidia's proprietary drivers, we have to reserve an appropriate amount of image bindings for each of the stages. So far games have been observed to use 4 image bindings on the fragment stage (Kirby Star Allies) and 1 on the vertex stage (TWD series).
      No games thus far in my limited testing used more than 4 images concurrently and across all currently active programs.
      This fixes shader compilation errors on Kirby Star Allies on OpenGL (GLSL/GLASM)
      e2f5d165
  8. Jun 15, 2020
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