What you're doing is simply amazing (to me at least). Unfortunately I have less that zero knowledge about opengl and shaders etc, however because I'm curious how everything works together I invested some time and systematically checked all commits related to the GPU render (not that I know now more about how it fits together, it's just magic to me ).
Similar for Stormtroppers, in file gpu_render_sprite.frag, in function sampleTextureClamp. However here helps to set 255.0 to something decimal, like 255.1, because higher the number is, more pixelate are the stormtroopers.
Again, I've no idea, if simply changing the number is the actual solution. It could be it breaks something else.
BTW. I've noticed some debug flags in GPU Render logic. May I ask what are you using to debug it?
Hands down to all the work and time invested into rewriting the game. And respect to all the knowledge you have.
Last Edit: Dec 18, 2022 17:41:40 GMT by spacekomet
Ah, it is a driver issue than. Some drivers don't quite handle floating point precision and sampling the same (or rather the microcode generated from the shader compiler). Ok, thanks for the information - it will help make tracking it down easier.