Originally Posted By: Superku
Cool.

Thank you for subscribing to Rayne facts. Send "STOP" to continue!

We dug deeper into the screenshot stash, and we found MUCH more glitched rendering screenshots. We will continue with normal Rayne facts shortly, but for now we will have another round of Glitch facts!


This is the most boring one. Just a bit of broken SSAO


This one is wicked cool though! We used to render the scene with a depth pre-pass to minimize overdraw, however, the render chain was set up in a way that the character would move, drag the camera with it and the camera would then render the scene with a slight offset resulting in some fragments not passing the depth test.


Completely messed up particle rendering. The reason was that the particle emitter allocates a large enough VBO to hold the maximum number of particles, but only uses the first n entries of it for the active particles. The renderer didn't care about that and just rendered everything that was inside the VBO.


Something messed up the order of the upper half polygon that is used to composite the final image, resulting in this gradient bleeding into the image.

And now back to Rayne facts!
Fact #1: The first sprite rendered in Rayne was the Unity3d logo. We are easily entertained by ourselves.


Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com