All this work to I guess figure out the intensity of the sun (i.e. The last time is 2x2, so it's pretty serious about blurring it, I guess.Īnd now for the trick that misbehaves at > 1x: it textures from the top left pixel to the entire 29x28. It halves it four times more, again self-to-self each time.Now it does a self-texture, which seems to confuse the GE debugger preview somehow, halving the size of the sun to the same buffer.Because it just drew black, this is basically pointless. Then it copies in the sun with a != 000000 color test.
First black is drawn to 0x040dc000 at 8888, a 29x28 area.This part uses a depth test so any objects that might occlude the sun are black. At this point, we have a black box sun and it's bigger than the original tiny sun. Next, it textures in a sun with transparent edges in the same place (also through), same blend.No masking, so it really does just replace it with a black box. First, alpha blended black in throughmode, fixed ONE + ZERO, so in other words not alpha blending just replacing.So it is reproducing.Īt 1368/1499, it draws on top of the tiny sun I see at 4x. However, a much more interesting thing DOES happen: the sun only works properly at 1x.Īnother interesting thing: the first frame render has no shadows, and then the second render has shadows, even from the dump. Is the sun box thing not happening for all devices? It doesn't happen for me on NVIDIA or recent Adreno with any graphics backend.