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Blendshapes and multi-materials work incorrectly #42242

Open ueshita opened 3 years ago

ueshita commented 3 years ago

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:

  1. I created a blend shape of a mesh with multiple materials applied. blender

  2. Blender export glTF (GLB) or FBX

  3. Godot import the glTF (GLB) or FBX

  4. On my Windows PC it works as follows: win

But it worked fine on another device (Macbook Air Mid2013) mac

Minimal reproduction project: IssueBlendShapes.zip

RevoluPowered commented 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.

omicron321 commented 3 years ago

got it working on 3.2.3 stable /win10 version 2004 /nvidia 1070

MJacred commented 2 years ago

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

MJacred commented 2 years ago

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?

ueshita commented 1 year ago

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.

spamrakuen commented 10 months ago

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.

multimatl

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.