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Blend shapes have incorrect size on HTML5 platform (GLES3) #60525
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Please give the issue a descriptiive title and include a minimal project |
Sorry,hah... |
Can you reproduce this after switching to the GLES2 rendering backend and exporting to HTML5 again? |
@Calinou When switching to gles2, objects with Blend shape disappeared. There should be no rendering |
@Atem1995 Does it work outside of HTML5 (i.e. when running the project natively)? |
Yes,it does. Only on HTML5 it make some mistakes……
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From: "Hugo ***@***.***>
Date: Sat, May 7, 2022 00:13 AM
To: ***@***.***>;
Cc: "吾也君( Atem ***@***.******@***.***>;
Subject: Re: [godotengine/godot] Blend shapes have incorrect size on HTML5platform (GLES3) (Issue #60525)
@Atem1995 Does it work outside of HTML5 (i.e. when running the project natively)?
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It looks like this is where the error is coming from. godot/drivers/gles2/rasterizer_storage_gles2.cpp Lines 2508 to 2510 in 4ea6707
It is saying that one of the blend shapes supplied has a different amount of data than the base mesh. On the face of it, it is unclear why this would trigger on HTML5 builds but not others. |
Can it be fixed?I am trying to make a web3.0 game with Godot.If it could not work, maybe babylon.js is another choice... :/
…---Original---
From: "Clay ***@***.***>
Date: Sat, May 7, 2022 00:30 AM
To: ***@***.***>;
Cc: "吾也君( Atem ***@***.******@***.***>;
Subject: Re: [godotengine/godot] Blend shapes have incorrect size on HTML5 platform (GLES3) (Issue #60525)
It looks like this is where the error is coming from.
https://github.com/godotengine/godot/blob/4ea6707ea3b2c093be3c05503f4f7fc5a682e499/drivers/gles2/rasterizer_storage_gles2.cpp#L2508-L2510
It is saying that one of the blend shapes supplied has a different amount of data than the base mesh. On the face of it, it is unclear why this would trigger on HTML5 builds but not others.
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I just dug into the GLES2 issue a little bit, I think the error comes from here: godot/drivers/gles2/rasterizer_storage_gles2.cpp Lines 2492 to 2498 in 4ea6707
The rasterizer has to decompress the vertex attributes because it doesn't support half_floats, but it doesn't decompress the blend shapes! So the blend shapes end up not aligning with the original mesh and the function emits an error. The fix on our end is to make sure that the blend shapes get decompressed. On your end, you can fix things now by importing your mesh with compression turned off for UVs (right now they are compressed in the MRP). With respect to Babylon.js. It is also a great choice if your target is web-only! |
I've made a pull request fixing the GLES2 issue, I'm trying to reproduce the GLES3 issue now, but I might not have time today to fix it. |
Okay, fixes are in for both the GLES3 issue and the GLES2 issue. Once those get merged this should be totally fixed. |
Thanks!Good job!Man! 👍 |
Closing as fixed by #60832 |
Godot version
3.x and 3.4.
System information
window10, html5
Issue description
Blend shapes behave inconsistently in html5 and window10, in html5, it is obviously enlarged by more than 2 times
on Android,it works normal, just not right on html5.
.
Steps to reproduce
Minimal reproducti
blend_shapes_test.zip
This minimal project is on version 3.4.4 stable. But the same problem is on the 3.x version. I had tested it.
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