Comments (12)
Is there anything more in the line with "OpenVR reports"?
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No; this is the only output (but repeated).
from godot_openvr.
ok, found where that error is written in the module, it's when we try to submit a texture to OpenVR. Error 105 seems to mean 'texture in unsupported format' there.
Any ideas @BastiaanOlij ?
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from godot_openvr.
If you use the latest Godot master this should work fine now. This was all a result of the workarounds we put in place to make MSAA work on Quest. Now that that is implemented properly OpenVR should work fine. Just make sure you set the MSAA mode properly.
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Sorry I am mixing up issues :)
I'm able to reproduce this issue. Really weird one, this used to be ok
edit ok I don't know if this changed recently on our end or if OpenVR changes something but the problem is that we're using RGB buffers in the GLES2 driver. OpenVR requires RGBA buffers. You can force it to work by turning the viewports transparent background property on:
$get_viewport().transparent_bg = true
But you loose your background (sky etc), fine as a work around for indoor games.
@akien-mga any chance you can do your blame magic and find out if this piece of code was changed recently:
https://github.com/godotengine/godot/blob/master/drivers/gles2/rasterizer_storage_gles2.cpp#L4587
That is switching to an RGB buffer if transparency is off.
I can see that in the Godot 3.1 branch this code did not exist and an RGBA buffer was always created.
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@akien-mga any chance you can do your blame magic and find out if this piece of code was changed recently:
https://github.com/godotengine/godot/blob/master/drivers/gles2/rasterizer_storage_gles2.cpp#L4587
That is switching to an RGB buffer if transparency is off.
Just replace blob
by blame
in the URL :)
https://github.com/godotengine/godot/blame/master/drivers/gles2/rasterizer_storage_gles2.cpp#L4587
Probably related to godotengine/godot#28518 (and subsequent changes), CC @clayjohn.
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If the issue is using RGB instead of RGBA textures than that was added here godotengine/godot@aab8f44
I think he added RGB as default because it is more efficient on some of the really low end hardware? Im not sure what the rationale was, but I respected the format with my changes to MSAA and post-processing buffer.
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If the issue is using RGB instead of RGBA textures than that was added here godotengine/godot@aab8f44
That commit is in 3.1-stable
and 3.1.1-stable
though - when did the rendering issue start for OpenVR? Does it work in 3.1 or only 3.0.x?
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from godot_openvr.
We should likely be explicit and just use gl_rgb8 I've heard that it is better for a lot of hardware. For a lot of hardware GL_RGB doesn't necessary resolve to GL_RGB8.
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You can see we do the same in GLES3:
https://github.com/godotengine/godot/blob/master/drivers/gles3/rasterizer_storage_gles3.cpp#L6879
I'll experiment with it and if it works I'll also make sure the texture at the end gets the proper values.
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Related Issues (20)
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