StrangeLoopGames / EcoIssues

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Main menu draws as a flickery square #22872

Open Kharzette opened 2 years ago

Kharzette commented 2 years ago

My guess is that it is a light probe or something. I can hear the trucks moving and the tweety birds and such.

From a cursory glance it looks like all of the menu scene drawcalls are working. I can see in renderdoc trucks and people parts drawing, and the shadow pass drawing them again, though I don't know the format of the gbuffer to check it.

Here is the renderdoc capture: https://drive.google.com/file/d/1H0d3PT9JWbVpudN8jCrPhI_lcimXDus9/view?usp=sharing

The likely cause is very old configuration. I played around a year or two ago on windows 8.1 and have since upgraded to 10. I can probably fix it by blasting the old user/local/blah folders where the logs are and such, but thought someone might be interested in it.

Kharzette commented 2 years ago

It isn't old config. I blasted all the folders and reinstalled to a different drive.

Get alot of spam like ArgumentException: RenderTextureDesc width must be greater than zero. Parameter name: desc.width at UnityEngine.RenderTexture.ValidateRenderTextureDesc (UnityEngine.RenderTextureDescriptor desc) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.RenderTexture.GetTemporaryImpl (System.Int32 width, System.Int32 height, System.Int32 depthBuffer, UnityEngine.Experimental.Rendering.GraphicsFormat format, System.Int32 antiAliasing, UnityEngine.RenderTextureMemoryless memorylessMode, UnityEngine.VRTextureUsage vrUsage, System.Boolean useDynamicScale) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.RenderTexture.GetTemporary (System.Int32 width, System.Int32 height, System.Int32 depthBuffer, UnityEngine.RenderTextureFormat format) [0x00000] in <00000000000000000000000000000000>:0 at SEGI.OnRenderImage (UnityEngine.RenderTexture source, UnityEngine.RenderTexture destination) [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) in the logs

SEGI is the voxelized bouncy lighting stuff right?

Kharzette commented 2 years ago

If I look at the output merger, every rendertarget slotted is 1x1 in every pass except for colour pass 5, which is the backbuffer

Same in the resource inspector. It looks like the game window itself is 1x1 :)

Kharzette commented 2 years ago

If I alt-enter, close, then start up and alt-enter again. I get a teeny tiny window in the center of my monitor: tinywindow

If I attempt a resize I can get the maximize button to appear. Hitting that makes the menu draw in glorious 1080.