Re: Unwanted repeated / not-cleared rendering of elements in Noesis
I have been analyzing the renderdoc capture and I am quite confused. What's wrong in this capture? The clipped text "Sol" for example? If so, could you send another capture where that text is rendered correctly? Just comparing the renderstate in both captures should reveal the problem.
But the first problem I see is that the color buffer is not cleared. At least in renderdoc the previous content is retained. I am comparing this with a capture of our "Hello World" example and it is cleared correctly.
Also this seems to be a capture taken in release? I don't see the extra annotations we have in our GLRenderDevice implementation.
I have uploaded a capture of HelloWorld to https://drive.google.com/file/d/1dfUow4 ... sp=sharing
But the first problem I see is that the color buffer is not cleared. At least in renderdoc the previous content is retained. I am comparing this with a capture of our "Hello World" example and it is cleared correctly.
Also this seems to be a capture taken in release? I don't see the extra annotations we have in our GLRenderDevice implementation.
I have uploaded a capture of HelloWorld to https://drive.google.com/file/d/1dfUow4 ... sp=sharing
Re: Unwanted repeated / not-cleared rendering of elements in Noesis
That's very strange.
Looking at the capture, it does look fine in e.g. the texture viewer. But the thumbnail of the capture does not, nor does the screenshot in my initial post (in that initial screenshot, from memory, there should be maybe 8-10 icons. Not dozens and dozens that are repeated as the camera is moved around while any icon overlaps a clipped element. I'm not sure how it's possible for Noesis to look fine in Renderdoc but not in real use. The icons for the ships are repeated/stacked. Trying to get a video of this but having some local issues.
EDIT: Also how do I activate the debug? Is that just defining NS_DEBUG? I didn't realize there was anything like that.
Looking at the capture, it does look fine in e.g. the texture viewer. But the thumbnail of the capture does not, nor does the screenshot in my initial post (in that initial screenshot, from memory, there should be maybe 8-10 icons. Not dozens and dozens that are repeated as the camera is moved around while any icon overlaps a clipped element. I'm not sure how it's possible for Noesis to look fine in Renderdoc but not in real use. The icons for the ships are repeated/stacked. Trying to get a video of this but having some local issues.
EDIT: Also how do I activate the debug? Is that just defining NS_DEBUG? I didn't realize there was anything like that.
Re: Unwanted repeated / not-cleared rendering of elements in Noesis
You need to enable NS_PROFILE to activate named sections and resources in the GL captures.
Unfortunately a video is not going to help here as I think this is related to something different. In the capture you sent, the framebuffer is not being cleared, that could explain the artifacts.
Unfortunately a video is not going to help here as I think this is related to something different. In the capture you sent, the framebuffer is not being cleared, that could explain the artifacts.
Re: Unwanted repeated / not-cleared rendering of elements in Noesis
Here is a new capture with NS_PROFILE defined.
I changed some code around to match the flow in this integration sample, so hopefully the framebuffer is now showing up cleared.
Anything else I can provide? E.g. screenshots of the issue with different Noesis RenderFlags?
EDIT: This is my entire render loop right now - have removed all game drawing, ImGui/debug draw, etc. It's just Noesis now.
I changed some code around to match the flow in this integration sample, so hopefully the framebuffer is now showing up cleared.
Anything else I can provide? E.g. screenshots of the issue with different Noesis RenderFlags?
EDIT: This is my entire render loop right now - have removed all game drawing, ImGui/debug draw, etc. It's just Noesis now.
Code: Select all
void ClientUILayer::OnPreUpdate(float dT)
{
World& world = GetActiveWorld();
const float localGameTimeSecs = world.gameTime_;
UpdateGUI(localGameTimeSecs); // Updates the view
RenderGUIOffscreen(); // Calls UpdateRenderTree and RenderOffscreen
glBindFramebuffer(GL_FRAMEBUFFER, 0);
const glm::vec2 windowSize = window_->GetWindowSize();
glViewport(0, 0, GLsizei(windowSize.x), GLsizei(windowSize.y));
glClearColor(0.0f, 0.0f, 0.25f, 0.0f);
glClearStencil(0);
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
RenderGUI(); // GetRenderer()->Render();
glfwSwapBuffers((GLFWwindow*)window_->GetNativeWindow());
glfwPollEvents();
}
Last edited by HateDread on 11 Jan 2022, 17:04, edited 1 time in total.
Re: Unwanted repeated / not-cleared rendering of elements in Noesis
Thank! I will check later. So, this capture is showing the problem in RenderDoc? If so, could you describe exactly where?
Re: Unwanted repeated / not-cleared rendering of elements in Noesis
That's what I don't understand - it looks fine in RenderDoc.
Looks okay with Overdraw but not Color Batches
Looks okay with Overdraw but not Color Batches
Re: Unwanted repeated / not-cleared rendering of elements in Noesis
If the problem is not happening with RenderDoc there is nothing I can do there... :(
Are you able to reproduce this on more computers?
The issue in your computer seems to be a missing clear of the framebuffer.
Are you able to reproduce this on more computers?
The issue in your computer seems to be a missing clear of the framebuffer.
Re: Unwanted repeated / not-cleared rendering of elements in Noesis
Well, to be clear - it _looks_ fine in Renderdoc to my amateur eyes, as in the texture viewer while stepping through the pipeline looks fine, but maybe I'm missing something.If the problem is not happening with RenderDoc there is nothing I can do there... :(
Are you able to reproduce this on more computers?
The issue in your computer seems to be a missing clear of the framebuffer.
On another computer could be tough. Will have to think about it.
Re: Unwanted repeated / not-cleared rendering of elements in Noesis
I could send an exe + assets through - shouldn't be very big. But understand not wanting an unknown .exe running; just a nuclear option I thought of re. reproduction.
Re: Unwanted repeated / not-cleared rendering of elements in Noesis
Yeah, sorry, an executable is not an option. We need one of this:
- A renderdoc capture showing the issue
- A xaml reproducing the issue in XamlPlayer
- A minor modification (patch) to one of our examples reproducing the issue.
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