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[WONTFIX, deprecated] Initial Render Frame Artifacts


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Problem

 

On application start we encounter rendering artifacts for the very first rendered frame (left side), while all following frames (right side) render correctly.

 

There seems to be some problems with initial material/shader assignments or blending modes. The globe does not render opaque, but seems to render transparent in the first frame. We also use a modified billboards_base material vertex shader without support for billboards rotation (we re-use rotation parameter for time-based billboard instance clipping within vertex shader), but there is billboard rotation visible in the first frame -> conclusion: our shader is not used in the first frame. And finally of course there seems to be some overall additive blending active leading to visible white color saturation.

 

Any idea on the cause or how to fix it ?

 

post-82-0-72178600-1343228447_thumb.jpg

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The globe does not render opaque, but seems to render transparent in the first frame.

Maybe that's because meshes are not loaded during deferred or ambient rendering passes. Try to set render_manager_load_meshes console variable to 1.

 

our shader is not used in the first frame.

That's very strange. Could you provide a sample please?

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Maybe that's because meshes are not loaded during deferred or ambient rendering passes. Try to set render_manager_load_meshes console variable to 1.

nope, complete resource pre-loading already set

18:06:05 Unigine~# render_manager_warm_shaders 1
18:06:05 Unigine~# render_manager_load_meshes 1
18:06:05 Unigine~# render_manager_load_textures 1
18:06:05 Unigine~# world_load rde
18:06:06 Loading "rde.cpp" 134ms
18:06:06 Loading "rde/materials/rde_base.mat" 3 materials 656 shaders 3ms
18:06:06 Loading "rde/materials/rde.mat" 5 materials 58ms
18:06:07 Loading "rde.world" 1034ms

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