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Comments (10)

bkaradzic avatar bkaradzic commented on May 12, 2024

Looking at it.

from bgfx.

bkaradzic avatar bkaradzic commented on May 12, 2024

There is something wrong with clearing depth RBO. Still looking at it...

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questor avatar questor commented on May 12, 2024

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...

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bkaradzic avatar bkaradzic commented on May 12, 2024

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.

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bkaradzic avatar bkaradzic commented on May 12, 2024

Can you change in hdr.cpp line 422:

bgfx::setViewClear(0

to:

bgfx::setViewClear(1

and then submit another screenshot.

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questor avatar questor commented on May 12, 2024

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).

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bkaradzic avatar bkaradzic commented on May 12, 2024

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.

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questor avatar questor commented on May 12, 2024

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?).

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bkaradzic avatar bkaradzic commented on May 12, 2024

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

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bkaradzic avatar bkaradzic commented on May 12, 2024

Fixed 133c0f0

I didn't have chance to test with multiple versions of Mesa but I made fix around the issue.

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