2Retr0 / GodotOceanWaves

FFT-based ocean-wave rendering, implemented in Godot
MIT License
2.1k stars 81 forks source link

Water is not displayed #4

Open JekSun97 opened 2 months ago

JekSun97 commented 2 months ago

I ran a test project and found that the water is not displayed. This also happens in the editor and when running

Godot v4.3.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated Radeon RX 560 Series (Advanced Micro Devices, Inc.; 31.0.14001.45012) - Intel(R) Core(TM) i5-4570 CPU @ 3.20GHz (4 Threads) GPU 4GB

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itsnotmetwo commented 1 month ago

I have the same issue as you describe, did you solve it? Only error I see is: "W 0:00:00:0443 swap_chain_resize: The requested V-Sync mode Mailbox is not available. Falling back to V-Sync mode Enabled. <C++ Source> drivers/vulkan/rendering_device_driver_vulkan.cpp:2662 @ swap_chain_resize()"

Godot v4.3.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated AMD Radeon RX 5700 XT (Advanced Micro Devices, Inc.; 32.0.11029.1008) - AMD Ryzen 9 3900X 12-Core Processor (24 Threads)

JekSun97 commented 1 month ago

I have the same issue as you describe, did you solve it? Only error I see is: "W 0:00:00:0443 swap_chain_resize: The requested V-Sync mode Mailbox is not available. Falling back to V-Sync mode Enabled. <C++ Source> drivers/vulkan/rendering_device_driver_vulkan.cpp:2662 @ swap_chain_resize()"

No, I still haven't solved the problem. I have the same error as you

hoogzeil commented 1 month ago

I am not getting any VSync error but I am having the same problem with the waves not appearing. This happens with a Radeon RX 480 but not with my laptop, so it looks like it is AMD/the RenderingDevice that is causing the problem.

Although I've not figured out any solution, I have discovered that the Shader Globals 'displacements' and 'normal_maps' are textures with (nan, nan, nan, 0) pixel values. The gdshader isn't the problem and displays fine if using static textures. There must be something going wrong with the compute shaders.

univeous commented 3 weeks ago

I have the same issue in Godot v4.4 Dev3;

The difference is that the console spits out endless errors

  Uniforms supplied for set (0):
  Set: 0 Binding: 0 Type: Image Writable: Y Length: 1
  are not the same format as required by the pipeline shader. Pipeline shader requires the following bindings:
  Set: 0 Binding: 0 Type: Image Writable: N Length: 1
  Set: 1 Binding: 0 Type: StorageBuffer Writable: Y Length: 0
image