have you tried in a different Wayland compositor?
By the way, I think it's very cool that you're writing your own engine. UE, Unity and even Godot are quite bloated.
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have you tried in a different Wayland compositor?
By the way, I think it's very cool that you're writing your own engine. UE, Unity and even Godot are quite bloated.
Sway (wlroots, same compositor) did window transparency correctly, Hyprland just seems to replace the Hyprpaper background with the default one - if I float the window then other windows in the background are rendered correctly.
Game engine programming is certainly an interesting endeavour, although I'm not confident I'll get anywhere anytime soon unfortunately. At this point I'm more confident about my (still tiny) Vulkan knowledge than actual game dev.
I'm currently trying to implement a UI framework (grids of elements n' stuff), but it's just so damn complicated...
A "lame" fix for this is to go to /usr/share/hyprland/
and delete all png files stored there. "It's not stupid if it works". :^)
hmmm i had this very same issue with stardew valley. try the forcergbx
rule
This issue seems more like something I did wrong: the only thing I did for window transparency was using the VK_COMPOSITE_ALPHA_POST_MULTIPLIED_BIT_KHR flag, and alacritty
seems to handle it just fine.
I'm still learning to properly configure hyprland though, thanks for the suggestion - it may help me test and implement window transparency better in the future.