A couple of months ago I decided to try out your 64-bit fork of Amnesia: The Dark Descent. Right now I'm having a problem with how skyboxes/cubemaps are being rendered in the game. I can't exactly track the problem down, but I'm thinking it could possibly be a broken implementation of DevIL or the way the game reads cubemap files in its code.
This is how skyboxes look like using the compiled 64-bit exe:
For reference this is how skyboxes should look like using the default Amnesia exe:
To reproduce:
Compile/initiate local Windows debugger in VS2019 as Release x64/any (make sure Lux is the startup project before compiling), and play any mod that uses skyboxes/cubemaps (i.e. Madhouse, Penumbra: Necrologue, etc).
Hi,
A couple of months ago I decided to try out your 64-bit fork of Amnesia: The Dark Descent. Right now I'm having a problem with how skyboxes/cubemaps are being rendered in the game. I can't exactly track the problem down, but I'm thinking it could possibly be a broken implementation of DevIL or the way the game reads cubemap files in its code.
This is how skyboxes look like using the compiled 64-bit exe:![image](https://user-images.githubusercontent.com/45127566/126907924-4001e08f-36c2-4a49-81df-507477156973.png)
For reference this is how skyboxes should look like using the default Amnesia exe:![image](https://user-images.githubusercontent.com/45127566/126907969-6b95d389-19d0-4625-9ff4-02f4f28c234b.png)
To reproduce: Compile/initiate local Windows debugger in VS2019 as Release x64/any (make sure Lux is the startup project before compiling), and play any mod that uses skyboxes/cubemaps (i.e. Madhouse, Penumbra: Necrologue, etc).
Specs: Intel i5-2500 @ 3.3 GHz, 20 GB, GTX 1050 Ti