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Rendering issues under linux and osx #61

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pthom opened this issue Dec 8, 2019 · 1 comment
Open

Rendering issues under linux and osx #61

pthom opened this issue Dec 8, 2019 · 1 comment

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@pthom
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pthom commented Dec 8, 2019

Hi Sam,

I hope everything is good on your side. I just wanted to update you on some things I saw while testing the last master build.

Rendering issues under lnux and osx

On windows everything runs fine; however under linux and osx, I saw that some scenes have an empty rendering.

For example, the following scenes are empty: SpecialFX/ ConvolutionPostProcessScene, DawnBringerScene, FadeInOutScene, KernelBasedBlurScene

However the scenes SpecialFX/RealTimeRefractionScene and SpecialFX/RealTimeReflectionScene run correctly.

Do you observe the same issue?

Based on my testing, this issue is not new, since I can reproduce it with a commit from Nov, 22nd (90df6a3)

Fast FPS under linux

This is not per se a bad news, but on my new virtual linux machine (on which I finally could enable the 3D acceleration), I can have an FPS that goes beyond 500 or even 600!

In this case, some animations are too fast... :-).
I guess there is a setting inside imgui should we need to make the fps slower.

image

Tube rendering issue under linux and osx

There is a small issue in the "Tube animation scene": the tube only appears during one frame and then disappears.

Under linux:
image

Under windows:
image

Issue with the "ImportDude" Scene:

The rendering is broken under windows and linux.
image

Just for fun, the lnux version at 630+ FPS
image

@pthom pthom changed the title Rendering issues under lnux and osx Rendering issues under linux and osx Dec 8, 2019
@samdauwe
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samdauwe commented Dec 8, 2019

Hello Pascal,

Thanks for the update and testing of the latest version!

From my side, I am doing fine. Only a couple of weeks left before the Christmas holidays :)

The BabylonCpp repo is almost starred 100 times which is a nice milestone. The last 2 weeks I have been working on the following:

  • The code is now in sync with the September 1st version of BabylonJS 4.1.0 (except 3 classes) so we can keep it at this version till the final 4.1 release that is scheduled around February. I will now fully focus on debugging the examples issues.
  • I added the recastnavigation extension:

afbeelding

A subset of the source code of Recast & Detour is now in a subfolder named recastnavigation under src/Extensions, but it could be moved to the external folder in the future.

  • I also added other examples from the BabylonJS examples page:
    • Picking scene
    • Float on water scene

I also noticed the following problems with the examples:

  • Post processes are broken: as a result the following scenes are empty: SpecialFX/ ConvolutionPostProcessScene, DawnBringerScene, FadeInOutScene, KernelBasedBlurScene. When you run the inspector and disable the Post-processes (under Scene properties and debug tab):
    afbeelding
    then the scene renders but without the post-processes applied.
  • Issue with wireframe on linux: when enabling the wireframe on a material in the inspector, then the mesh having that material disappears. For instance in the "Tube animation scene" when the wireframe option is disabled then the mesh appears but it hides the moving cube.
    afbeelding
  • Issue with Procedural textures: the texture renders for 1 frame and the disappears. The clear color is rendered instead of the texture.
  • Issue with skeletons: the issue you noticed with the "ImportDude" scene is caused by skeleton transformations, this can be seen in the Inspector when you disable the skeletons:
    afbeelding

Some of the examples in the samples index that are marked as failing with an empty 3D scene are related to the post-processes issue.

The issue of the FurMaterialScene is caused because the mesh clone is no implemented yet. Once implemented this example should be working.

I will have a look first at the Post-processes issue this week because that will fix the most examples. I will look at the other issues once the post-processes issue is fixed.

Regarding the high framerate, I cannot reproduce this on my side. Could it be specific to your virtual machine? At least it is good that we can render at such a high framerate :) In GLFW you can use the glfwSwapInterval() function to enable/disable V-sync or the 60fps cap. At this moment the swap interval is set to 1 (line 75 in glfw_runner.cpp) so V-sync should be enabled but could be ignored on your virtual machine.

Cheers,
Sam

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