You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
⚠️Issues not using this template will be systematically closed.
Describe the bug
Using the OpenGL renderer on my Intel Iris Xe chipset produces corrupt results, whereas the exact same binary looks correct in OpenGL on my NVIDIA 2080 Ti. Furthermore, the Vulkan backend produces correct result on both chips (Intel and NVIDIA).
The code isn't doing anything fancy. Basically I just followed the examples to build a very basic scene with a skybox/IBL and am rendering a .glb object.
To Reproduce
Steps to reproduce the behavior:
Run Filament in opengl mode on an Intel Iris Xe chip.
I used Renderdoc to capture a frame on the NVIDIA chip and the Intel chip. Here are the captures, which I think will be helpful to understand what's up:
Expected behavior
Scene should look correct without corruption.
Screenshots
This screenshot shows what the good output is on my NVIDIA chip, taken from Renderdoc:
This screenshot shows what I get instead on the Intel chip.
There are a couple of interesting things I noticed on the Intel chip:
If you look really closely, you can see a light red sphere on the black output, in the lower left quadrant. To my eyes, this looks like the depth buffer! And from playing with it, the depth buffer output is scaled to the lower left quadrant of the window. So while the sphere should be in the center of the viewport, it is showing up in the center of the lower left quadrant.
In the Color Pass in Renderdoc, note that the Intel chip has an extra call at the end to glDrawElementsInstance(3, 1). This is the skybox. On the NVIDIA chip it's drawn at the beginning only. On the Intel chip it's drawn at the beginning and end. It is the second call that corrupts the color pass output, for some reason.
Logs
Here are the logs on the machine where OpenGL rendering is corrupt:
Describe the bug
Using the OpenGL renderer on my Intel Iris Xe chipset produces corrupt results, whereas the exact same binary looks correct in OpenGL on my NVIDIA 2080 Ti. Furthermore, the Vulkan backend produces correct result on both chips (Intel and NVIDIA).
The code isn't doing anything fancy. Basically I just followed the examples to build a very basic scene with a skybox/IBL and am rendering a .glb object.
To Reproduce
Steps to reproduce the behavior:
I used Renderdoc to capture a frame on the NVIDIA chip and the Intel chip. Here are the captures, which I think will be helpful to understand what's up:
https://static.anukari.com/blog-media/anukari-opengl-capture-bad.rdc
https://static.anukari.com/blog-media/anukari-opengl-capture-good.rdc
Expected behavior
Scene should look correct without corruption.
Screenshots
This screenshot shows what the good output is on my NVIDIA chip, taken from Renderdoc:
This screenshot shows what I get instead on the Intel chip.
There are a couple of interesting things I noticed on the Intel chip:
Logs
Here are the logs on the machine where OpenGL rendering is corrupt:
Logs from the machine where OpenGL rendering works:
Desktop (please complete the following information):
Smartphone (please complete the following information):
Additional context
N/A
The text was updated successfully, but these errors were encountered: