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I'm convinced that our fix to #1068 is good, as are our unit tests. debwarrior, however, is still showing the old behavior. It showed the desired behavior before introducing the crender->s.blittedquads condition to paint(), but we need that, and it's correct. No, the real problem (as verified by debugging) is that somehow the overworld map is being blitted (using NCBLIT_2x2) without quadblit bits. Celes does get the expected bits, and propagates them down, but then we hit the overworld, have a valid non-0 crender->s.blittedquads, but no cell_blittedquads(vis).
This isn't Notcurses proper, but get it resolved as part of the blitter stacking saga. There's definitely a bug here, though it might just be out in debwarrior.
The text was updated successfully, but these errors were encountered:
I'm convinced that our fix to #1068 is good, as are our unit tests.
debwarrior
, however, is still showing the old behavior. It showed the desired behavior before introducing thecrender->s.blittedquads
condition topaint()
, but we need that, and it's correct. No, the real problem (as verified by debugging) is that somehow the overworld map is being blitted (usingNCBLIT_2x2
) without quadblit bits. Celes does get the expected bits, and propagates them down, but then we hit the overworld, have a valid non-0crender->s.blittedquads
, but nocell_blittedquads(vis)
.This isn't Notcurses proper, but get it resolved as part of the blitter stacking saga. There's definitely a bug here, though it might just be out in
debwarrior
.The text was updated successfully, but these errors were encountered: