Closed jackycute closed 1 week ago
Can you reproduce the issue in 4.3.stable?
Can you reproduce the issue in 4.3.stable?
No, 4.3 stable doesn't have this issue.
This is most likely a bug with ANGLE, which was enabled by default for old Intel processors after the 4.3 release. CC @bruvzg @clayjohn
It could also have been introduced by https://github.com/godotengine/godot/pull/96413 (or a combination of both)
@jackycute Can you try disabling the rendering/gl_compatibility/fallback_to_angle
project setting?
@jackycute Can you try disabling the
rendering/gl_compatibility/fallback_to_angle
project setting?
Thanks for the reply.
I tried to disable rendering/gl_compatibility/fallback_to_angle
in project settings then restart but the blinking color lines are still there.
But if I choose to use opengl3_angle
for rendering/gl_compatibility/driver.windows
then restart, the blinking color lines are gone, but the project re-imports every assets again and again (maybe that is another issue?).
UHD Graphics
None of UHD Graphics
cards should be in the ANGLE fallback list, so it should not be ANGLE related.
Is it also reproducable at 4.4 dev1?
Is it also reproducable at 4.4 dev1?
No, I can't reproduce this at 4.4 dev1, only reproducable at 4.4 dev2.
Hm, this really sound like it is caused by https://github.com/godotengine/godot/pull/96413. I wonder if we should rather not overwrite any of that shader methods at all. Only do that for the broken adreno devices, if that is possible.
Or something is broken that uses the methods beforehand. But does not look like that.
I can't reproduce with Godot v4.4.dev2 - Windows 10.0.22631 - OpenGL 3 (Compatibility) - Intel(R) UHD Graphics 620 (Intel Corporation; 27.20.100.8681) - Intel(R) Core(TM) i5-8265U CPU @ 1.60GHz (8 Threads)
So this seems to be a problem with that specific device/driver version.
edit: I updated my GPU driver to 31.0.101.2115 and I still can't reproduce the issue
Upgraded to same Godot version as OP.
Strange colored blinking squares for the 3D world on iOS 18 on gl_compatibility (forward+ works; mobile doesn't show 3D world at all). 2D works fine (iPad M1 Pro).
iOS 17 works fine on gl_compatibility (iPhone XS Max), both godot 4.3-stable and 4.4-dev
Confirmed issue with 4.4dev as 4.3-stable works fine on gl_compatibility on the new iOS 18 (max fps for my project) (iPad M1 Pro)
Upgraded to same Godot version as OP.
Strange colored blinking squares for the 3D world on iOS 18 on gl_compatibility (forward+ works; mobile doesn't show 3D world at all). 2D works fine.
iOS 17 works fine on gl_compatibility.
I'm not super sure but the fps seems much lower too (iOS 17 XS Max) on gl_compatibility than godot 4.3. I'll do more t tests.
Confirmed issue with 4.4 as 4.3dev5 works fine on gl_compatibility on the new iOS 18 (max fps for my project).
A few follow up questions:
@clayjohn I edited the comment you replied to. Let me know if you think a separate bug with a repro project is needed for this one
We can also confirm this issue with iOS 18 on iPad Pro M2 and iPad Pro M4. Reverting https://github.com/godotengine/godot/pull/96413 fixed the issue.
cc @konczg
Tested versions
System information
Godot v4.4.dev2 - Windows 10.0.22631 - OpenGL 3 (Compatibility) - Intel(R) UHD Graphics (Intel Corporation; 32.0.101.5972) - 12th Gen Intel(R) Core(TM) i5-1240P (16 Threads)
Issue description
I tried to open my previous project and the editor shows strange color lines on 2D scene UI and AnimationPlayer tracks. Those line color changes whenever I move my mouse.
Steps to reproduce
Open any new project in Godot 4.4 dev-dev2 can reproduce this.
Minimal reproduction project (MRP)
Open any new project in Godot 4.4 dev-dev2 can reproduce this.