Cool VL Viewer forum

View unanswered posts | View active topics It is currently 2025-02-13 00:57:05



Reply to topic  [ 8 posts ] 
Issue with PBR texture and alpha blend. 
Author Message

Joined: 2011-09-27 11:18:31
Posts: 220
Reply with quote
Hello!

This is what I see under latest LL viewer (ran under Wine)
Image

This is what I see in latest Cool VL Viewer
Image

Reproduction steps:
- Rez a prim. Go to Texture > PBR > Load from inventory and select any material you like. You should see the prim painted with the texture, as it should.
https://i.imgur.com/SvE9xDW.jpeg
- Edit overrides > Alpha mode > Alpha blend. You should see the texture become blurry as in the screenshot above, which should not happen.
https://i.imgur.com/gvNvU5Q.jpeg

This happens under v1.32.2.11 too, so it doesn't seem to be related with the other issue discussed here (although it does affect things overall, as you can see).

I self-compile the viewer, but only in order to include your rlv_non_blindfold-patch.txt patch, which should not affect the graphics at all.

Any ideas?
Thanks!



Code:
Cool VL Viewer v1.32.2.12, Sep  8 2024 13:54:07
RestrainedLove viewer v2.09.29.29
Release notes

CPU: AMD Ryzen 5 4500 6-Core Processor (4042 MHz)
Memory: 31882MB
OS version: Linux-x86_64 v6.6.47-gentoo-dist
Memory manager: jemalloc v5.3.1-20240906
Graphics: AMD RADEON RX 580 SERIES (RADEONSI, POLARIS10, LLVM 18.1.8, DRM 3.54, 6.6.47-GENTOO-DIST)
OpenGL version: 4.6 (Core Profile) Mesa 24.1.6
Detected VRAM: 6941MB
J2C decoder: OpenJPEG: 1.4.0.635f
Audio driver: FMOD Studio v2.03.02 (PulseAudio)
Networking backend: libcurl 7.47.0/OpenSSL 1.0.2u/zlib 1.3.0.zlib-ng
Browser plugin: Dullahan 1.13.2/CEF 128.4.5/Chromium 128.0.6613.18

Built with: GCC v13.3.1
Compiler-generated maths: SSE2.

Compile flags used for this build:
-O3 -fno-delete-null-pointer-checks -fno-ipa-cp-clone -fno-align-labels -fno-align-loops -fsched-pressure -frename-registers -fweb -fira-hoist-pressure -DNDEBUG -std=c++17 -fno-stack-protector -U_FORTIFY_SOURCE -fno-threadsafe-statics -fPIC -pipe -g -gdwarf-4 -fno-var-tracking-assignments -fexceptions -fno-strict-aliasing -fvisibility=hidden -fsigned-char -m64 -mfpmath=sse -fno-math-errno -fno-trapping-math -pthread  -DLL_LINUX=1 -DLL_JEMALLOC=1 -DLL_FMOD=1 -DLL_OPENAL=1


2024-09-11 12:55:27
Profile

Joined: 2009-03-17 18:42:51
Posts: 5912
Reply with quote
Interesting...

I found and fixed one of the two issues seen here, causing the PBR materials with alpha blend transparency to stay opaque, but so far could not figure out why the PBR textures are not used (they are not "blurry", but right out missing) when PBR alpha blend is applied...


2024-09-11 18:36:45
Profile WWW

Joined: 2011-09-27 11:18:31
Posts: 220
Reply with quote
Henri Beauchamp wrote:
Interesting...

I found and fixed one of the two issues seen here, causing the PBR materials with alpha blend transparency to stay opaque, but so far could not figure out why the PBR textures are not used (they are not "blurry", but right out missing) when PBR alpha blend is applied...


I wish I had studied programming too in university (I only had an introductory course in Fortran, back in '98, of which I learned nothing). Thanks for working on this.


2024-09-12 11:33:40
Profile

Joined: 2009-03-17 18:42:51
Posts: 5912
Reply with quote
"Funnily" enough, it appears that this bug has always existed in my PBR backport, and no one noticed it so far... :?

Sadly, this also means that it will take an enormous amount of code checking to find where it comes from... I already instrumented the viewer to check for anything missing, but so far, I do see the alpha-blended PBR face(s) getting dispatched to the right alpha draw pool and fed to the right shader (and the latter seems fine too), with the right textures... It's like if the face was somehow re-rendered over with a blank texture later, but I so far could not find where or why. :cry:


2024-09-12 15:25:25
Profile WWW

Joined: 2009-03-17 18:42:51
Posts: 5912
Reply with quote
Good news !

While the root cause for this bug is still a total mystery, I did find a workaround that seems to be working beautifully (but time will tell if it causes render glitches in some specific situations, such as overlapping PBR/ALM alpha materials and other special cases).

The workaround will be implemented in tomorrow's release.


2024-09-13 08:58:59
Profile WWW

Joined: 2011-09-27 11:18:31
Posts: 220
Reply with quote
Merci!


2024-09-13 10:26:45
Profile

Joined: 2009-03-17 18:42:51
Posts: 5912
Reply with quote
Workaround implemented in today's release (v1.32.2.13).

In case of PBR materials alpha-blend related render glitches seen with it (and not in LL's viewer, since alpha draw order glitches can happen with it too), keep posting here...


2024-09-14 08:57:22
Profile WWW

Joined: 2011-09-27 11:18:31
Posts: 220
Reply with quote
The floor in question is rezzing beautifully!

Image


2024-09-14 17:27:54
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 8 posts ] 

Who is online

Users browsing this forum: No registered users and 147 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group
Designed by ST Software.