#GraphicsDevice.Textures[0] set to atlas instead of Gameplay buffer

17 messages · Page 1 of 1 (latest)

elder helm
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For some inexplicable reason, the texture in the first slot is displaying the Atlas instead of GameplayBuffers.Gameplay.
I have no clue why, but when my entity renders (and only this one SPECIFIC entity, which doesn't do anything unique), the texture in slot 0 is different.

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this is all the code my entity uses

modern flint
elder helm
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well kinda

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i'm still getting weird uv errors when using shaders in before render

modern flint
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i wont mark this as solved then

elder helm
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i think the uv positions are scaling to the last drawn texture

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which is weird because it's always scaled to the size of the Gameplay buffer

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320x180

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i just want this to go back to how it worked before

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it just stopped working how it did and i don't know how the fuck to get it back

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it's so damn annoying

mint moat
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I think unless you can reproduce how it was working before (ie by disabling/downgrading mods, downgrading everest, etc) it's going to be pretty hard to say why it changed

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but the current behavior is... how I would expect it to work, if I'm understanding correctly