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Fix occasional incorrect fallback rendering #6029
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…ure-correct-fallback-rendering
@philippotto I think I found the culprit for the flickering and fixed it :) I was also able to roughly observe what was happening. See this log from my debugging session (The first number indicates the bucket's zoomstep and the second number
Basically, during the first two refreshes of the lookup buffer, after zooming out from zoomstep 0 to zoomstep 1, the |
Ah, awesome debugging & find! Focusing on a single bucket is a great idea (which I wish to have had myself back then ^^). I'm very happy that this turned out to be such a plausible bug and not some weird GPU problem :) https://media.giphy.com/media/3ohzdIuqJoo8QdKlnW/giphy.gif I'll make the PR merge-ready next. |
…leminds/webknossos into ensure-correct-fallback-rendering
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Thanks for making this PR merge-ready! LGTM 👍
This PR fixes how the look up buffer for the GPU rendering was written to. The new code only writes a bucket into a slot of the look up texture if there is not already another bucket there with a higher quality. The old code did not check this which is why sometimes data from a coarser mag was rendered even though a finer quality was available.
Todo:
URL of deployed dev instance (used for testing):
Steps to test:
Issues:
(Please delete unneeded items, merge only when none are left open)