sebastian.vesenmayer Posted October 16, 2020 Share Posted October 16, 2020 Hello, I am migrating to 2.12 version right now. I fixed all api changes and changed config files from unigine.cfg to default.boot. But I am getting only a white picture for directx and opengl. We are managing opengl and directx context and application window by ourselves. Did anything change in graphics api usage? GPU usage is 100 % so it is rendering something but it is not swapping to the front buffer. Thanks Link to comment
silent Posted October 16, 2020 Share Posted October 16, 2020 Hi Sebastian, Not all the custom apps may work correctly with new boot screens. You can switch your custom app into the legacy mode by overriding isLegacyMode() flag: int isLegacyMode() const override { return true; } How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
devrom Posted October 19, 2020 Share Posted October 19, 2020 Hey Sebastian, we did also have some issues when migrating to 2.12. CustomApp::setVideoMode will now also be called for the boot screen. So make sure your old code is not called too early. Best regards Link to comment
sebastian.vesenmayer Posted October 19, 2020 Author Share Posted October 19, 2020 @silent thanks but i am still in white hell. I can open the console and show the profiler. Everything else remains white. @devrom what do you mean with too early? Our overidden setVideoMode will do nothing, because we are managing directx and opengl contexts and windows by ourselves. The Graphics API is already initialized, when we are initializing the engine. Thanks. Link to comment
devrom Posted October 19, 2020 Share Posted October 19, 2020 Well, when and how do you tell Unigine which context it should use? Link to comment
sebastian.vesenmayer Posted October 19, 2020 Author Share Posted October 19, 2020 19 minutes ago, devrom said: Well, when and how do you tell Unigine which context it should use? You can call initGL or initD3D11 on your custom app with your created context parameters. This happens before you give your app as parameter to the Unigine::Engine::init static method. Unigine automatically initialize its resources then. Link to comment
silent Posted October 19, 2020 Share Posted October 19, 2020 sebastian.vesenmayer Is there anything displayed in the rendering buffers? Could you show the render_show_textures 2 output? If you can see the profiler and console the context is being used correctly. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
sebastian.vesenmayer Posted October 19, 2020 Author Share Posted October 19, 2020 @silent no the textures are not visible, but frametime changes when I activate render_show_textures 2, so it has to be somewhere. Link to comment
sebastian.vesenmayer Posted October 19, 2020 Author Share Posted October 19, 2020 I will prepare a example project for you, maybe i am doing something completly wrong. Link to comment
sebastian.vesenmayer Posted October 20, 2020 Author Share Posted October 20, 2020 I stripped down our implementation, now I am able to see the render buffer textures. So we are doing something incompatible with the new version, we have to debug this further, but context usage works as expected. Thanks. 1 Link to comment
sebastian.vesenmayer Posted October 21, 2020 Author Share Posted October 21, 2020 We found the issue in our code, accidently the gui has been drawn full screen in a parent development branch which caused this behavior. We are now checking all of our particle systems. But some of them do not work properly anymore (direction, velocity, shading) . Is there a guide to get the same particle effect behavior from 2.11 ? Are track files automatically translated to new particle system settings or do we need to update every effect manually? Link to comment
silent Posted October 21, 2020 Share Posted October 21, 2020 Glad that you resolved this rendering issue. Quote We are now checking all of our particle systems. But some of them do not work properly anymore (direction, velocity, shading) . It's impossible to migrate some particle systems due to the new curves feature, so you may need to fix (or in some cases with attenuation texture - re-implement) them manually. There also was no migration written for the *.track files after new particles parameters were added, so you will need to migrate these tracks on your own. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
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