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@ksuprynowicz ksuprynowicz commented Jan 9, 2026

This should improve performance and compatibility due to uniform buffers having proper alignment now.

@ksuprynowicz ksuprynowicz added needs CR This pull request needs to be code reviewed needs QA This pull request needs to be tested and removed work in progress Do not merge yet labels Jan 15, 2026
@ada-tv
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ada-tv commented Jan 16, 2026

UI now works properly on my system. The desktop HUD doesn't use the premul-alpha hack shader DrawTexturePremultipliedSRGBToLinear on the Vulkan display plugin, so it has dark borders. See display-plugins/OpenGLDisplayPlugin.cpp:416

I tried messing with the resolution scale, and found something really weird:
image

This is what's rendered after starting with 0.4 scale. This feels like it might be bad viewport bounds, since the visible part is the top-left corner of the framebuffer.

That hunch seems more likely with this, which happens when scaling the resolution down from 1.

image

With the lower res scale, I also noticed that the framebuffer is using wrapping instead of clamping on both renderers. (there's a line of green pixels at the top, which is my avatar's clothes) See #1951, where the OpenGL backend also incorrectly does this, but only on the forward renderer for whatever reason.

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3 participants