I'm getting a little frustrated with BGFX. I have a basic set of blit shaders wired up in MAME and on my Windows 7 box at least, only the D3D11 backend works. OpenGL crashes. Vulkan and D3D9 display nothing. Isn't the point of a rendering abstraction library to avoid this crap?
Well, for the D3D9 backend I also need to apply a half-texel offset, but unfortunately all that does is solve the crinkly-looking text in MAME's internal UI. The actual system screen data never makes it to the back buffer. Will do more debugging tonight.
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re: OpenGL crashing and Vulkan displaying nothing, this is the case on more systems than just mine running Windows 7, so it seems like a broader issue. Vulkan has the same UI rendering issues as D3D9 on my system, so I'm thinking if I can get D3D9 working, it might help Vulkan.
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> OpenGL crashing and Vulkan displaying nothing, this is the case on more systems than just mine running Windows 7, so it seems like a broader issue. Vulkan works reliably on Windows 10 for AMD and Nvidia cards (dunno about Intel ones), if not it's BGFX's problem.
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