First time I saw it was in the original Unreal game (1998) when using the software renderer. It had this very distinct asymmetric dithering pattern.
Can't find a screenshot of it on short order, seems most screenshots are either of unrelated newer Unreal Engine or use hardware rendering which doesn't show this dithering.
they have their own pain - there are those different mosquitoes, that tries to enter your every orifice. eyes, ears, nose, urethra. very annoying.
after long journey we arrived into the camp. we wondered why we were the only ones there, so we got out of the car and there they were. a lot of them. that was the fastest i ever built a tent and we jumped in it and called it an early night :)
(i worked with asn1c (not sure which fork) and had to hack in custom allocator and 64bit support. i shiver every time something needs attention in there)
I was using asn1c with a Rust project since there was no Rust asn1 compiler at the time. It became a bottleneck, and in profiling I found that the string copying helper used everywhere was doing bit-level copying even in our byte-aligned mode, which was extra weird cause that function had a param for byte alignment.
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