Closed JackeryShh closed 3 years ago
Did you generate mipmaps on those textures? There's an API for this. We don't have this issue when mipmaps are enabled.
Did you generate mipmaps on those textures? There's an API for this. We don't have this issue when mipmaps are enabled.
Thank you for your reply. I used to think it was a problem of not enable the mipmap, but I didn't find an API to enable mipmap. In texture.cpp, I saw some APIs for generating mipmaps, but they did not solve the current problem. Which API is used to enable mipmaps?
Texture.generateMipMaps()
thanks, I just debugged and looked at this interface. The mipmap interface is enabled by default? My app calls canGenerateMipmaps() by default and it return true. My 3D model format is the glb.
Do you have dynamic resolution enabled?
Yes, I tried to enable DynamicResolution a few days ago, but it doesn't seem to work
My point was more about disabling it (and it won't do anything if you hit the performance target). Can you share the glb?
ok, the zip file is the glb model.zip
So unfortunately this particular texture doesn't play well with mipmapping. I tried other glTF viewers and they have the same issue. I would recommend tweaking the textures (including the normal maps). Another alternative is to enable TAA which solves the problem in our renderer.
Yes, other gltfl viewers also have this problem, such as gltf-viewer, but in Blender it seems well . I also have tried to turn on TAA a month ago, and the effect has been improved, but it will produce the certain ghost effect(especially when the frame rate is low) .
Yes, other gltfl viewers also have this problem, such as gltf-viewer, but in Blender it seems well . I also have tried to turn on TAA a month ago, and the effect has been improved, but it will produce the certain ghost effect(especially when the frame rate is low) .
Can you start a issue for the ghost effect when TAA is enable ?
This is a know limitation of our current TAA implementation (and something that's always somewhat present anyway, but we can limit it). Fixing it will come at a cost though.
Fixing it will come at a cost though.
Thanks for the quickly replay!
This is a know limitation of our current TAA implementation (and something that's always somewhat present anyway, but we can limit it). Fixing it will come at a cost though.
Do we plan to fix this problem about the ghost effect in the future?
Yes, other gltfl viewers also have this problem, such as gltf-viewer, but in Blender it seems well . I also have tried to turn on TAA a month ago, and the effect has been improved, but it will produce the certain ghost effect(especially when the frame rate is low) .
Can you start a issue for the ghost effect when TAA is enable ?
This problem is very obvious in high-frequency textures, and there is no plan to start a issue for the ghost effect. And I plan to adjust the texture and normals to avoid this problem.
Describe the bug A clear and concise description of what the bug is. High frequency texture filckering when moving camera To Reproduce Steps to reproduce the behavior:
Expected behavior A clear and concise description of what you expected to happen. No texture filckering and moire effect
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