Open ueshita opened 3 years ago
The transform feedback had bugs I noticed but didn't know how to fix this, seems on linux sometimes I had this happen but if this happens between reboots then you might have finally made a good reproduction of the driver issue with blend shapes in the GLES3 renderer code.
Similar results it would: work fine on OSX, not work sometimes on linux, and work on windows.
got it working on 3.2.3 stable /win10 version 2004 /nvidia 1070
No rendering issues in Godot 3.5.rc8 on my system
although I got this error
Cannot open file 'res://.import/box.glb-a3c796625c723708404a978adf0a71df.scn'.
But solved by deleting .import folder and box.glb.import file
and this warning
servers/visual_server.cpp:346 - Octahedral compression cannot be used to compress a zero-length vector, please use normalized normal values or disable octahedral compression
There are probably issues with the created mesh (https://github.com/godotengine/godot-proposals/issues/3151)
System Info
Also no rendering issues in Godot 4.0 alpha 13 using vulkan driver -> cannot test using opengl3 driver, because the editor continuously crashes when trying to open the project.
Will test later on Windows 10
No rendering issues in Godot 3.5.rc8 (tested GLES2 and GLES3) and Godot 4.0 alpha 13 using vulkan driver on my system
System Info
Cannot test using opengl3 driver in Godot 4 alpha 13, because the editor continuously crashes when trying to open the project.
Issue either resolved or limited to integrated GPUs, @ueshita could you kindly retest with Godot 3.5.rc8?
I apologize for forgetting about this Issue. I tried it with the latest 3.5.1-stable and found that the issue has changed a bit. Sometimes it works, sometimes it doesn't...
https://user-images.githubusercontent.com/1732153/204138014-c3de32d0-c276-426e-ba3c-d90b2f364072.mp4
OS/device including version:
I also tried it with Godot 4.0 beta5 (Vulkan) and it worked perfectly.
Hi,
I'm also having weird issues with multimaterial meshes with blend shapes under windows. Its weid because some polys are rendered incorrectly or just dissapear on some camera angles but work fine in another camera angles.
Tested with: Windows 10 AMD RX 470 Godot 4.2beta4 (also tested in 4.1) Vulkan API Forward+
Problem dissapears when only one material is used.
Godot version: 3.2.3 stable
OS/device including version:
Issue description: Blendshapes for meshes with multiple materials applied do not work fine on some devices. In case single material, It works fine.
Steps to reproduce:
I created a blend shape of a mesh with multiple materials applied.
Blender export glTF (GLB) or FBX
Godot import the glTF (GLB) or FBX
On my Windows PC it works as follows:
But it worked fine on another device (Macbook Air Mid2013)
Minimal reproduction project: IssueBlendShapes.zip