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Graphics / Re: Vertex Array inconsistency across GPUs?
« on: December 13, 2024, 11:08:42 pm »
I may be mistaken, but it could be due to the order of vertices. Your snippet gives the result from old.png on my machine, but arrange it like this:
What happens in this situation for both of your machines?
What happens in this order?
sf::quads is declared deprecated, so that might also be an issue (though I think that's just for mobile).
BG[0].position = sf::Vector2f(0.f, 0.f);
BG[1].position = sf::Vector2f(1920.f, 0.f);
BG[2].position = sf::Vector2f(1920.f, 1080.f);
BG[3].position = sf::Vector2f(0.f, 1080.f);
BG[0].color = sf::Color(0, 0, 0, 0);
BG[1].color = sf::Color(255, 255, 255, 255);
BG[2].color = sf::Color(0, 0, 0, 0);
BG[3].color = sf::Color(255, 0, 0, 255);
and the result is from new.png. BG[1].position = sf::Vector2f(1920.f, 0.f);
BG[2].position = sf::Vector2f(1920.f, 1080.f);
BG[3].position = sf::Vector2f(0.f, 1080.f);
BG[0].color = sf::Color(0, 0, 0, 0);
BG[1].color = sf::Color(255, 255, 255, 255);
BG[2].color = sf::Color(0, 0, 0, 0);
BG[3].color = sf::Color(255, 0, 0, 255);
What happens in this situation for both of your machines?
What happens in this order?
(click to show/hide)
sf::quads is declared deprecated, so that might also be an issue (though I think that's just for mobile).