Investigate and fix rendering issues with intel graphics on windows
|Assignee:||Jonas Hauquier||% Done:|
|Target version:||MakeHuman 1.1.2|
OpenGL rendering for some shaders is broken. Shaders appear to be sampling from the wrong texture units, and possible lighting calculations are off. Investigate if there is a workaround for this.Other issues encountered are:
- GLSL 1.2 feature for declaring default values for uniforms does not appear to work. Appears to set the values always to 0. This is a problem for some materials that do not explicitly set uniform values for their shader, which will look wrong on intel-windows graphics setups. One of the consequences of this problem are the black eyes on intel-windows. Perhaps enforce 0 default values for uniforms in opengl debug mode to test materials?
- intel-windows GLSL compiler does not optimize out unused uniform declarations (of lesser importance)
Information on the forum http://www.makehuman.org/forum/viewtopic.php?f=3&t=10132
#10 Updated by Jonas Hauquier over 3 years ago
#15 Updated by Rob Baer almost 2 years ago
An update comment on Intel graphics cards on the Windows side.
I have had very few shader problems on my Widows computers with built-in Intel graphics cards. The renders look fine.
In fact the very same computer that produced #1054 works just fine with skin materials when booted into Windows 10 (dual boot not virtual). The specific reference to Windows in the title may have out-lived its usefulness. I'm not sure how to test whether there is still a problem with default uniforms initialization.
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