Open code807 opened 10 months ago
Possibly related to https://github.com/Yellow-Dog-Man/Resonite-Issues/issues/151
This is almost certainly to be the same issue, @code807. Resolving #151 should implicitly resolve this. There would need to be a mechanism introduced that allows meshes under a common parent to be batched together in a given update.
Based on feedback from Frooxius in #151 this likely is a bug. I believe it is the same underlying issue still, however.
This is definitely a bug, there's no functional/intentional reason to have meshes lag like this and produce inconsistent results.
I've actually looked into this in the past and tried to schedule the rendering to happen at the moment with everything else, to ensure this won't happen, but it didn't help. It is a bit odd, because it should be submitting the rendering at the same time when all meshes were already updated.
I think I have a hunch on what would help fix this though and might need to update where the rendering happens. But we might also need to force the skinned mesh recalculation to happen for these renders, which might trigger more instances of crashes. I can have a look at some point regardless though and see what could help it.
Describe the bug?
When using a Render to Texture Asset node after an Updates Delay, movement during capture can cause a rendering offset even if the object rendered and the camera are on the same slot. Capturing using the same camera without the Updates Delay node does not exhibit the same behavior.
To Reproduce
resrec:///G-Bright-Spark/R-E1D8BCD172C880F09A2BB19EDE72D9DB658A07EFF40CA09B5001D32F2ED14021
Expected behavior
The image should be captured with no skew or offset due to movement if the camera and renderers are on the same slot.
Screenshots
Resonite Version Number
2023.12.15.22
What Platforms does this occur on?
Windows
What headset if any do you use?
No response
Log Files
DESKTOP-1E2V3A8 - 2023.12.15.22 - 2023-12-19 22_52_30.log
Additional Context
No response
Reporters
code807 LuxKitty Nytra