Comments (10)
Looking at it.
from bgfx.
There is something wrong with clearing depth RBO. Still looking at it...
from bgfx.
no need for stress :) how do you debug opengl-errors? I'm a long-time user of directx and pix, but want to migrate to opengl because of sucking win8 and portability...
from bgfx.
Unfortunately there is nothing as good as IntelGPA or PIX. I'm using AMD's CodeXL (previosly known as gDebugger) and apitrace. But this particular problem I'm just testing with code changes.
from bgfx.
Can you change in hdr.cpp line 422:
bgfx::setViewClear(0
to:
bgfx::setViewClear(1
and then submit another screenshot.
from bgfx.
here you go: http://postimage.org/image/6v1bc6x2j/
what I've noticed: in this version the bunny is only displayed at the first rotation, afterwards I only can see sometimes the outline (I think because the zbuffer isn't cleared).
can you reproduce it or do you not have the problem? some years ago (with a very cheap ati laptop graphics card) I had problems that the driver didn't worked the same way as my desktop machine (I had lighting artefacts on the laptop, perhaps the card was using by default half-floats or something like that).
from bgfx.
Yup I got the same image. That triangle is clear, something is broken with clearing FBO/RBOs. I just wanted to check is it exactly the same. I'm going to try different versions of Mesa first, just to see is it consistent. I already checked RBO code and all seems fine, and GL doesn't produce any errors. One solution might be just to do "manual" quad clear as I do with DX11, but I want to confirm is it driver or I'm doing something wrong with RBOs.
from bgfx.
another minor thing, is it possible to contact you directly or open the wiki? I have some questions and I think the same questions apply to others, too (for example what is a normalized component in a vertex declaration? what is the difference to a not-normalized one?).
from bgfx.
Yeah my email is branimirkaradzic at gmail. :) When someone asks me a question I usually update .h documentation. Normalized is how vertex data is interpreted by vertex shader. If your data is byte 0-255 normalized will interpret it as 0.0f - 1.0f inside vertex shader, while non-normalized will just pass 0.0f - 255.0f value.
Updated docs:
https://github.com/bkaradzic/bgfx/blob/master/include/bgfx.h#L441
from bgfx.
Fixed 133c0f0
I didn't have chance to test with multiple versions of Mesa but I made fix around the issue.
from bgfx.
Related Issues (20)
- Visual corruption using bgfx-nanovg renderer HOT 4
- Clean macOS build of examplesDebug crashes with [MTLRenderPipelineReflectionInternal vertexBindings] exception HOT 6
- Vulkan renderer crashes after only a couple thousand draw calls. HOT 12
- One test fails HOT 4
- Dynamic vertex buffers getting overwritten after bgfx::update HOT 19
- With GL renderer and wayland, switching to full screen with crtl-f results in nothing (nvidia) or not much (amd) being rendered HOT 2
- Blitting between two textures with BackbufferRatio sizes crashes when window is resized
- xx-splat - 3D Gaussian Splatting for Real-Time Radiance Field Rendering HOT 11
- Vulkan fail to create swapchain on Wayland (Call to a X11 function ?) HOT 9
- Bug: DX3D12 crash in Debug mode HOT 7
- Small fix on soname defining on ldflags for Android examples. HOT 2
- Crash on linux (default backend - vulkan) with custom window handle and native display is NULL HOT 6
- Shaderc.cpp incorrectly adds PSSL preamble to compute shader HOT 1
- macOS version compatibility HOT 2
- Bad Vulkan performance due to weak index/vertex buffer management HOT 1
- Crash on resize: Nvidia RTX 4090 + Vulkan + Linux HOT 3
- Metal: example-01-helloworld corrupted render when MSAA is enabled HOT 2
- Shifted window buffer location when resizing a window HOT 1
- Vulkan Backend - incorrect mipmap generation for cubemap frame buffers. HOT 4
- Unable to build bgfx for iOS Simulator x86_64 arch HOT 4
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