Closed novemberist closed 6 years ago
I still can't reproduce this in the latest commit cc30e2a.
I think i found the reason why the blue circles seemingly keep coming and going. I recompiled godot with gcc 7.2 and now they are gone again. i had just recently started using clang again to build godot (around the same time the blue circles appeared), so oddly enough this seems to be a compiler issue...
I can confirm that these are still present in latest commit a42fbfc when compiled with clang.
this portal may be either a) A floating point precision error in the panorama shader https://github.com/godotengine/godot/blob/master/drivers/gles3/shaders/copy.glsl#L82 b) A floating point precision error or similar in the procedural sky code: https://github.com/godotengine/godot/blob/master/scene/resources/sky_box.cpp#L131
any ideas why this only appears in godot builds compiled with clang(5.0) but not those compiled with gcc(7.2) ?
My hunch is that the atan2 func is leaning towards dividing by zero in proceduralsky. Bug is likely in the sky .cpp
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any ideas why this only appears in godot builds compiled with clang(5.0) but not those compiled with gcc(7.2) ?
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I'm unable to replicate this using current master, 2f3c4c94d
.
Manjaro Linux 4.9.61-3-MANJARO
, Mesa 17.2.5
, Clang 5.0.0
I'm able to replicate it on current master bf45e569c
Arch Linux 4.14.3-1-ARCH
, Nvidia 387.34-7
, Clang 5.0.0-1
I'm trying to look into it, there's indeed a difference between GCC and Clang when calculating the normal vector with theta and phi 0 (and not only in those cases) GCC:
theta: 0.0000000000 phi: 0.0000000000 normal.y: 0.9999999404 v_angle: 0.0003452670 c y > 0: 0.0002198038 sun_angle: 55.0000076294
LLVM:
theta: 0.0000000000 phi: 0.0000000000 normal.y: 1.0000001192 v_angle: -nan c y > 0: -nan sun_angle: 54.9999885559
Operating system or device, Godot version, GPU Model and driver (if graphics related): Arch Linux, Godot 3 master, Mesa 17.2
Issue description: same issue as this one: https://github.com/godotengine/godot/issues/10204 those circles were gone for a while and have started to reappear the last few commits. I'm beginning to wonder if this is even an issue with godot or if mesa is to blame...