away3d / away3d-core-fp11

Away3D engine for Flash Player 11
http://www.away3d.com
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On MacOS and iOS using light sources in scene results in incorrect geometry shading (solid-black areas) #654

Open Synsim opened 11 years ago

Synsim commented 11 years ago

Basically, in scene with lights (at least one) rendered objects (on MacOS and iOS hardware) have undesired solid-black regions on them, which depend on current camera position\angle, i.e. those black spots are moving when camera moves. The same swf looks correct under Windows (both via DirectX and OpenGL). It seems the bug is not trivial to reproduce but at least 3 different users reported it. See details in forum discussion: http://away3d.com/forum/viewthread/4372/

As a guess, this issue may be similar or related to https://github.com/away3d/away3d-core-fp11/issues/221 i.e. hardware\driver incorrectly handling shader errors.

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gonchar commented 10 years ago

I've checked it with my iPhone 5, it works well with the latest Adobe AIR 3.9. Even if I set Number.MAX_VALUE to radios and falloff properties of point light. Can you please provide a sample? It would be really helpful. Thanks!

Synsim commented 10 years ago

Sorry about the delay. Yeah, as I mentioned, the bug is not easy one to reproduce. I couldn't do it with examples-like deliberately simplified code. I believe I can find my test project which was used in screenshots above, adapt it for AIR and send it to your personal gmail address if you don't mind. (There's some production code included which I wouldn't like to put online).

vlladin commented 10 years ago

Hi,

Any news on this one? I am also struck by the problem. It's somehow related to Intel HD3xxx and Intel HD4xxx in combination with the Directional Light. I can reproduce it on my Mac by forcing it to use the integrated graphics card.

SirGordon commented 10 years ago

I had a very similar bug on android too, but didn't report it

vlladin commented 10 years ago

@SirGordon Found a way around it?

SirGordon commented 10 years ago

@vlladin nope. Real-time lighting and shadowing performes slowly on tablets and phones in complex scenes anyway, so i decided to bake them and not use real-time lighting.