diff --git a/cmake/steam_integration/bin/windows/steam_integration.dll b/cmake/steam_integration/bin/windows/steam_integration.dll index 4a750ad1e..9f3789750 100755 Binary files a/cmake/steam_integration/bin/windows/steam_integration.dll and b/cmake/steam_integration/bin/windows/steam_integration.dll differ diff --git a/cmake/steam_integration/bin/windows/steam_integration.lib b/cmake/steam_integration/bin/windows/steam_integration.lib index e4b6db2b0..710151177 100755 Binary files a/cmake/steam_integration/bin/windows/steam_integration.lib and b/cmake/steam_integration/bin/windows/steam_integration.lib differ diff --git a/docs/pages/todo/bug_database.md b/docs/pages/todo/bug_database.md index 93ef7fd07..fb2580e32 100644 --- a/docs/pages/todo/bug_database.md +++ b/docs/pages/todo/bug_database.md @@ -5,6 +5,19 @@ permalink: bug_database summary: Notable bugs. --- +- Discord streaming issue + Pepsik bug (broken textures when launching with Steam overlay0 + - Quoting 99de1cc851d33915eacb3b6166397008d296fad2: + settable_as_current_mixin would skip calling glBindTexture if the + texture was already bound, even if it was a while ago - it appears that + for GL to work properly, we must re-bind the texture right before using + calling glTexImage2D - perhaps it's because of glActiveTexture or glBindBuffer calls in between. + Importantly, it's no longer an issue if we just always + bind the texture/fbo/shader etc., and there is no difference in + framerate whether we skip re-binding or not. + +- (Windows) Print screen in fullscreen works if we disable double-buffering. + - This may be the reason why it works in some other games, maybe they have doublebuffering disabled? + - audit properly what happens upon death - it's consistently the only time the clients crash - sprawdzic na nagraniu czy to sie dzieje na spekcie czy od razu diff --git a/src/augs/templates/settable_as_current_mixin.h b/src/augs/templates/settable_as_current_mixin.h index a96fe41c4..fec4fefd4 100644 --- a/src/augs/templates/settable_as_current_mixin.h +++ b/src/augs/templates/settable_as_current_mixin.h @@ -102,6 +102,8 @@ namespace augs { We realized there are no performance savings whatsoever, whereas some bugs could be introduced by e.g. not re-binding the texture after some other GL calls. + + See: 99de1cc851d33915eacb3b6166397008d296fad2 */ // if (!is_current() || always_force_set) {