Closed Rinnegatamante closed 2 years ago
By doing further tests, it looks like Quakespasm is binding textures supposed to be for a specific draw actually on next draw. To make it more clear: Let's suppose Quake draws in sequence: conchars, conback, scrap0 and iterates between those, in my current state, when in main menu (during game the bindings are correct), i'll have: conchars draw using scrap0 texture, conback draw using conchars texture, scrap0 draw using conback texture.
I'm working on a PSVITA port of the engine and I'm experiencing incorrect texture bindings in main menu only. Any idea what could be the cause? I doublechecked that the OpenGL implementation is fine by debugging strictly all the texture uploads that the game performs and everything should work fine.
Some references on the system:
Quake (Registered Version) Main Menu:![39829e00451207db324731441501004d-20210730-0104](https://user-images.githubusercontent.com/9152710/127656869-f8d662e9-978c-4a80-aa17-4dc0e55800c8.png)
Quake (Registered Version) Pause Menu:![39829e00451207db324731441501004d-20210730-0105](https://user-images.githubusercontent.com/9152710/127656938-402f2c02-f8fd-4d1d-9959-cc764cd445cf.png)
Slayer's Testaments Main Menu:![39829e00451207db324731441501004d-20210729-0103](https://user-images.githubusercontent.com/9152710/127656968-b5c39b1f-f2d7-4ed3-bd1c-0ae4ca2f2985.png)