Comments (4)
That's most likely a problem with our shader code, specific to NVidia GPU. Implementation of physically-based rendering (from glTF materials) indeed uses materialInfo
name a few times.
Please run view3dscene with the additional command-line option --debug-log-shaders
and attach the log to this issue. This log will be longer, it will contain the shader code actually used (it's constructed by a shader composition logic in Castle Game Engine), and eventual warnings from GPU, so I'll be able to quickly find the error :)
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Okay here the log, thanks
view3dscene.log
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Thank you! It should be fixed in latest CGE commit.
While I don't have access to NVidia GPU right now at home, I was also able to reproduce the error with NVidia cgc compiler, and confirmed that the fix helps.
Please test and reopen this if the problem persists on your GPU.
( To test
- You can use view3dscene from http://michalis.ii.uni.wroc.pl/view3dscene-snapshots/ in ~15 minutes
- Or you can use view3dscene from latest CGE snapshot on https://castle-engine.io/ in ~4 hours
- Or you can get sources and compile now: latest https://github.com/castle-engine/castle-engine/ with latest https://github.com/castle-engine/view3dscene .)
from view3dscene.
Fixed, thank you
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