Comments (3)
If think I'm going to drop this. I don't think I can dissociate rendering calls that are used for a single frame from rendering calls that are useful for the whole execution. And having a fast fast-forward is very important as software rendering is very slow.
Also this issue is not specific to a game startup. In Towerfall, if you fast forward during a level startup, all foreground non-animated elements won't appear.
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In meatboy it is also occurs if the osd framecount is turned off during the movie
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Both issues are fixed in 921bbd8. The game was deleting and recreating a GL context at the beginning, so OSD texture/fbo were invalid. Now those objects are recreated when the GL context changes.
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