After upgrading panda3d there seems to be thin cracks between triangles. Any idea what could’ve caused this?
Before (1.10.0.dev1044):
After (1.10.0.dev1654, the one on pypi):
After upgrading panda3d there seems to be thin cracks between triangles. Any idea what could’ve caused this?
Before (1.10.0.dev1044):
After (1.10.0.dev1654, the one on pypi):
Hmm, that looks almost like there is a wireframe mode enabled.
Could you try updating to the latest development version? If you installed via pip, you can do that with this command:
pip install --extra-index-url https://archive.panda3d.org/ --pre -U panda3d
If it’s not already fixed, I would very much like to see either a bam dump of your scene (assuming that the problem also shows when pviewing this bam dump), an apitrace file, or some other way to reproduce this on my own machine.
Updating to the latest development version did not work, nor did the error show up in pview.
I did however narrow it down to when I set the transparency.
model.setTransparency(TransparencyAttrib.MAlpha)
Doing this should reproduce it.
Could you try adding old-alpha-blend true
to Config.prc, or set it in your code using loadPrcFileData("", "old-alpha-blend true")
?
Yes, it looks fine after that!
It’s a little disconcerting that the new defaults are causing visual glitches. Could you share more about your system specs? Which OS, arch, etc. The debug output you get from notify-level-glgsg debug
would be very helpful as well.
Actually, I was wrong. loadPrcFileData("", "old-alpha-blend True")
didn’t fix it. I just forgot to uncomment a line
It happens on both Windows 10 and Arch Linux and on three different computers. Here’s the debug output:
:display:gsg:glgsg(debug): HAS EXT WGL_ARB_pixel_format 1
:display:gsg:glgsg(debug): HAS EXT WGL_ARB_multisample 1
:display:gsg:glgsg(debug): HAS EXT WGL_ARB_create_context 1
:display:gsg:glgsg(debug): GL_VENDOR = NVIDIA Corporation
:display:gsg:glgsg(debug): GL_RENDERER = GeForce GTX 650 Ti/PCIe/SSE2
:display:gsg:glgsg(debug): GL_VERSION = 4.6.0 NVIDIA 388.13
:display:gsg:glgsg(debug): GL_VERSION decoded to: 4.6
:display:gsg:glgsg(debug): GL_SHADING_LANGUAGE_VERSION = 4.60 NVIDIA
:display:gsg:glgsg(debug): Detected GLSL version: 4.60
:display:gsg:glgsg(debug): HAS EXT GL_ARB_compatibility 1
:display:gsg:glgsg(debug): Using compatibility profile
:display:gsg:glgsg(debug): GL Extensions:
GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture
GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility
GL_ARB_ES3_2_compatibility GL_ARB_ES3_compatibility
GL_ARB_arrays_of_arrays GL_ARB_base_instance
GL_ARB_bindless_texture GL_ARB_blend_func_extended
GL_ARB_buffer_storage GL_ARB_clear_buffer_object
GL_ARB_clear_texture GL_ARB_clip_control
GL_ARB_color_buffer_float GL_ARB_compatibility
GL_ARB_compressed_texture_pixel_storage
GL_ARB_compute_shader GL_ARB_compute_variable_group_size
GL_ARB_conditional_render_inverted GL_ARB_conservative_depth
GL_ARB_copy_buffer GL_ARB_copy_image
GL_ARB_cull_distance GL_ARB_debug_output
GL_ARB_depth_buffer_float GL_ARB_depth_clamp
GL_ARB_depth_texture GL_ARB_derivative_control
GL_ARB_direct_state_access GL_ARB_draw_buffers
GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex
GL_ARB_draw_indirect GL_ARB_draw_instanced
GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location
GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions
GL_ARB_fragment_layer_viewport GL_ARB_fragment_program
GL_ARB_fragment_program_shadow GL_ARB_fragment_shader
GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object
GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4
GL_ARB_get_program_binary GL_ARB_get_texture_sub_image
GL_ARB_gl_spirv GL_ARB_gpu_shader5
GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64
GL_ARB_half_float_pixel GL_ARB_half_float_vertex
GL_ARB_imaging GL_ARB_indirect_parameters
GL_ARB_instanced_arrays GL_ARB_internalformat_query
GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata
GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range
GL_ARB_multi_bind GL_ARB_multi_draw_indirect
GL_ARB_multisample GL_ARB_multitexture
GL_ARB_occlusion_query GL_ARB_occlusion_query2
GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query
GL_ARB_pixel_buffer_object GL_ARB_point_parameters
GL_ARB_point_sprite GL_ARB_polygon_offset_clamp
GL_ARB_program_interface_query GL_ARB_provoking_vertex
GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior
GL_ARB_robustness GL_ARB_sample_shading
GL_ARB_sampler_objects GL_ARB_seamless_cube_map
GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects
GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters
GL_ARB_shader_ballot GL_ARB_shader_bit_encoding
GL_ARB_shader_clock GL_ARB_shader_draw_parameters
GL_ARB_shader_group_vote GL_ARB_shader_image_load_store
GL_ARB_shader_image_size GL_ARB_shader_objects
GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object
GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples
GL_ARB_shader_texture_lod GL_ARB_shading_language_100
GL_ARB_shading_language_420pack GL_ARB_shading_language_include
GL_ARB_shading_language_packing GL_ARB_shadow
GL_ARB_sparse_buffer GL_ARB_sparse_texture
GL_ARB_spirv_extensions GL_ARB_stencil_texturing
GL_ARB_sync GL_ARB_tessellation_shader
GL_ARB_texture_barrier GL_ARB_texture_border_clamp
GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32
GL_ARB_texture_buffer_range GL_ARB_texture_compression
GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc
GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array
GL_ARB_texture_env_add GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3
GL_ARB_texture_filter_anisotropic GL_ARB_texture_float
GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge
GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample
GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels
GL_ARB_texture_query_lod GL_ARB_texture_rectangle
GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui
GL_ARB_texture_stencil8 GL_ARB_texture_storage
GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle
GL_ARB_texture_view GL_ARB_timer_query
GL_ARB_transform_feedback2 GL_ARB_transform_feedback3
GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query
GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object
GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object
GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding
GL_ARB_vertex_buffer_object GL_ARB_vertex_program
GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev
GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array
GL_ARB_window_pos GL_ATI_draw_buffers
GL_ATI_texture_float GL_ATI_texture_mirror_once
GL_EXTX_framebuffer_mixed_formats GL_EXT_Cg_shader
GL_EXT_abgr GL_EXT_bgra
GL_EXT_bindable_uniform GL_EXT_blend_color
GL_EXT_blend_equation_separate GL_EXT_blend_func_separate
GL_EXT_blend_minmax GL_EXT_blend_subtract
GL_EXT_compiled_vertex_array GL_EXT_depth_bounds_test
GL_EXT_direct_state_access GL_EXT_draw_buffers2
GL_EXT_draw_instanced GL_EXT_draw_range_elements
GL_EXT_fog_coord GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample GL_EXT_framebuffer_multisample_blit_scaled
GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB
GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters
GL_EXT_gpu_shader4 GL_EXT_import_sync_object
GL_EXT_memory_object GL_EXT_memory_object_win32
GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil
GL_EXT_packed_float GL_EXT_packed_pixels
GL_EXT_pixel_buffer_object GL_EXT_point_parameters
GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex
GL_EXT_rescale_normal GL_EXT_secondary_color
GL_EXT_semaphore GL_EXT_semaphore_win32
GL_EXT_separate_shader_objects GL_EXT_separate_specular_color
GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix
GL_EXT_shadow_funcs GL_EXT_stencil_two_side
GL_EXT_stencil_wrap GL_EXT_texture3D
GL_EXT_texture_array GL_EXT_texture_buffer_object
GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc
GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp
GL_EXT_texture_env_add GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic
GL_EXT_texture_integer GL_EXT_texture_lod
GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp
GL_EXT_texture_object GL_EXT_texture_sRGB
GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent
GL_EXT_texture_storage GL_EXT_texture_swizzle
GL_EXT_timer_query GL_EXT_transform_feedback2
GL_EXT_vertex_array GL_EXT_vertex_array_bgra
GL_EXT_vertex_attrib_64bit GL_EXT_win32_keyed_mutex
GL_EXT_window_rectangles GL_IBM_rasterpos_clip
GL_IBM_texture_mirrored_repeat GL_KHR_blend_equation_advanced
GL_KHR_context_flush_control GL_KHR_debug
GL_KHR_no_error GL_KHR_parallel_shader_compile
GL_KHR_robust_buffer_access_behavior GL_KHR_robustness
GL_KTX_buffer_region GL_NVX_conditional_render
GL_NVX_gpu_memory_info GL_NVX_multigpu_info
GL_NVX_nvenc_interop GL_NV_ES1_1_compatibility
GL_NV_ES3_1_compatibility GL_NV_alpha_to_coverage_dither_control
GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count
GL_NV_bindless_texture GL_NV_blend_equation_advanced
GL_NV_blend_square GL_NV_command_list
GL_NV_compute_program5 GL_NV_conditional_render
GL_NV_copy_depth_to_color GL_NV_copy_image
GL_NV_depth_buffer_float GL_NV_depth_clamp
GL_NV_draw_texture GL_NV_draw_vulkan_image
GL_NV_explicit_multisample GL_NV_fence
GL_NV_float_buffer GL_NV_fog_distance
GL_NV_fragment_program GL_NV_fragment_program2
GL_NV_fragment_program_option GL_NV_framebuffer_multisample_coverage
GL_NV_geometry_shader4 GL_NV_gpu_program4
GL_NV_gpu_program4_1 GL_NV_gpu_program5
GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64
GL_NV_gpu_shader5 GL_NV_half_float
GL_NV_internalformat_sample_query GL_NV_light_max_exponent
GL_NV_multisample_coverage GL_NV_multisample_filter_hint
GL_NV_occlusion_query GL_NV_packed_depth_stencil
GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2
GL_NV_path_rendering GL_NV_pixel_data_range
GL_NV_point_sprite GL_NV_primitive_restart
GL_NV_query_resource GL_NV_query_resource_tag
GL_NV_register_combiners GL_NV_register_combiners2
GL_NV_shader_atomic_counters GL_NV_shader_atomic_float
GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object
GL_NV_shader_thread_group GL_NV_shader_thread_shuffle
GL_NV_texgen_reflection GL_NV_texture_barrier
GL_NV_texture_compression_vtc GL_NV_texture_env_combine4
GL_NV_texture_multisample GL_NV_texture_rectangle
GL_NV_texture_rectangle_compressed GL_NV_texture_shader
GL_NV_texture_shader2 GL_NV_texture_shader3
GL_NV_transform_feedback GL_NV_transform_feedback2
GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range
GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit
GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program
GL_NV_vertex_program1_1 GL_NV_vertex_program2
GL_NV_vertex_program2_option GL_NV_vertex_program3
GL_S3_s3tc GL_SGIS_generate_mipmap
GL_SGIS_texture_lod GL_SGIX_depth_texture
GL_SGIX_shadow GL_SUN_slice_accum
GL_WIN_swap_hint WGL_ARB_buffer_region
WGL_ARB_context_flush_control WGL_ARB_create_context
WGL_ARB_create_context_no_error WGL_ARB_create_context_profile
WGL_ARB_create_context_robustness WGL_ARB_extensions_string
WGL_ARB_make_current_read WGL_ARB_multisample
WGL_ARB_pbuffer WGL_ARB_pixel_format
WGL_ARB_pixel_format_float WGL_ARB_render_texture
WGL_ATI_pixel_format_float WGL_EXT_colorspace
WGL_EXT_create_context_es2_profile WGL_EXT_create_context_es_profile
WGL_EXT_extensions_string WGL_EXT_framebuffer_sRGB
WGL_EXT_pixel_format_packed_float WGL_EXT_swap_control
WGL_EXT_swap_control_tear WGL_NVX_DX_interop
WGL_NV_DX_interop WGL_NV_DX_interop2
WGL_NV_copy_image WGL_NV_delay_before_swap
WGL_NV_float_buffer WGL_NV_multisample_coverage
WGL_NV_render_depth_texture WGL_NV_render_texture_rectangle
:display:gsg:glgsg(debug): HAS EXT GL_EXT_debug_marker 0
:display:gsg:glgsg(debug): gl-debug supported, but NOT enabled.
:display:gsg:glgsg(debug): HAS EXT GL_ARB_vertex_program 1
:display:gsg:glgsg(debug): HAS EXT GL_ARB_fragment_program 1
:display:gsg:glgsg(debug): HAS EXT GL_NV_gpu_program5 1
:display:gsg:glgsg(debug): HAS EXT GL_NV_framebuffer_multisample_coverage 1
:display:gsg:glgsg(debug): Occlusion query counter provides 32 bits.
:display:gsg:glgsg(debug): HAS EXT GL_EXT_texture_mirror_clamp 1
:display:gsg:glgsg(debug): max texture dimension = 16384, max 3d texture = 2048, max 2d texture array = 2048, max cube map = 16384
:display:gsg:glgsg(debug): max_elements_vertices = 1048576, max_elements_indices = 1048576
:display:gsg:glgsg(debug): vertex buffer objects are supported.
:display:gsg:glgsg(debug): Supported compressed texture formats:
GL_COMPRESSED_RGB_S3TC_DXT1_EXT
GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
GL_PALETTE4_RGB8_OES
GL_PALETTE4_RGBA8_OES
GL_PALETTE4_R5_G6_B5_OES
GL_PALETTE4_RGBA4_OES
GL_PALETTE4_RGB5_A1_OES
GL_PALETTE8_RGB8_OES
GL_PALETTE8_RGBA8_OES
GL_PALETTE8_R5_G6_B5_OES
GL_PALETTE8_RGBA4_OES
GL_PALETTE8_RGB5_A1_OES
GL_COMPRESSED_RGB8_ETC2
GL_COMPRESSED_SRGB8_ETC2
GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2
GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2
GL_COMPRESSED_RGBA8_ETC2_EAC
GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC
GL_COMPRESSED_R11_EAC
GL_COMPRESSED_SIGNED_R11_EAC
GL_COMPRESSED_RG11_EAC
GL_COMPRESSED_SIGNED_RG11_EAC
GL_COMPRESSED_RGBA_ASTC_4x4_KHR
GL_COMPRESSED_RGBA_ASTC_5x4_KHR
GL_COMPRESSED_RGBA_ASTC_5x5_KHR
GL_COMPRESSED_RGBA_ASTC_6x5_KHR
GL_COMPRESSED_RGBA_ASTC_6x6_KHR
GL_COMPRESSED_RGBA_ASTC_8x5_KHR
GL_COMPRESSED_RGBA_ASTC_8x6_KHR
GL_COMPRESSED_RGBA_ASTC_8x8_KHR
GL_COMPRESSED_RGBA_ASTC_10x5_KHR
GL_COMPRESSED_RGBA_ASTC_10x6_KHR
GL_COMPRESSED_RGBA_ASTC_10x8_KHR
GL_COMPRESSED_RGBA_ASTC_10x10_KHR
GL_COMPRESSED_RGBA_ASTC_12x10_KHR
GL_COMPRESSED_RGBA_ASTC_12x12_KHR
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR
:display:gsg:glgsg(debug): HAS EXT GL_ARB_bindless_texture 1
:display:gsg:glgsg(debug): HAS EXT GL_EXT_stencil_two_side 1
:display:gsg:glgsg(debug): max lights = 8
:display:gsg:glgsg(debug): max clip planes = 8
:display:gsg:glgsg(debug): max texture stages = 4
:display:gsg:glgsg(debug): Supported program binary formats:
:display:gsg:glgsg(debug): 0x8E21
:display:gsg:glgsg(debug): Supported Cg profiles:
:display:gsg:glgsg(debug): vp20
:display:gsg:glgsg(debug): fp20
:display:gsg:glgsg(debug): vp30
:display:gsg:glgsg(debug): fp30
:display:gsg:glgsg(debug): arbvp1
:display:gsg:glgsg(debug): fp40
:display:gsg:glgsg(debug): arbfp1
:display:gsg:glgsg(debug): vp40
:display:gsg:glgsg(debug): glslv
:display:gsg:glgsg(debug): glslf
:display:gsg:glgsg(debug): glslg
:display:gsg:glgsg(debug): gp4fp
:display:gsg:glgsg(debug): gp4vp
:display:gsg:glgsg(debug): gp4gp
:display:gsg:glgsg(debug): gp5fp
:display:gsg:glgsg(debug): gp5vp
:display:gsg:glgsg(debug): gp5gp
:display:gsg:glgsg(debug): gp5tcp
:display:gsg:glgsg(debug): gp5tep
:display:gsg:glgsg(debug): Cg GLSL version = CG_GL_GLSL_120
:display:gsg:glgsg(debug): Cg latest vertex profile = gp5vp
:display:gsg:glgsg(debug): Cg latest fragment profile = gp5fp
:display:gsg:glgsg(debug): Cg latest geometry profile = gp5gp
:display:gsg:glgsg(debug): basic-shaders-only #f
:display:gsg:glgsg(debug): Cg active vertex profile = gp5vp
:display:gsg:glgsg(debug): Cg active fragment profile = gp5fp
:display:gsg:glgsg(debug): Cg active geometry profile = gp5gp
:display:gsg:glgsg(debug): shader model = 5.0
:display:gsg:glgsg(debug): HAS EXT WGL_EXT_swap_control 1
:display:gsg:glgsg(debug): HAS EXT WGL_ARB_pbuffer 1
:display:gsg:glgsg(debug): HAS EXT WGL_ARB_pixel_format 1
:display:gsg:glgsg(debug): HAS EXT WGL_ARB_multisample 1
:display:gsg:glgsg(debug): HAS EXT WGL_ARB_render_texture 1
Here’s my project if you want to reproduce: https://github.com/pokepetter/ursina I imagine it’s something I do in camera.py that makes it appear. I should mention I have a separate display region and camera for the ui which does not have this visual glitch.
I just discovered that my application suffers from the same problem, it was actually hidden by the multisampling anti-aliasing. When I disable it I also get thin lines along the vertexes of transparent objects.
Now thinking about it I think I also observed it on MacOS where there are sometimes strange artefacts in shadows that looks like the wireframe of the shadow caster. I dismissed it until now as I thought it was just another bug of the OpenGL implementation on mac…
I will try to make a small script to reproduce it.
That actually sounds like it might have to do with a wrap mode issue:
https://www.panda3d.org/manual/?title=Texture_Wrap_Modes#One_caution_about_a_common_wrap_mode_error
If not, I’d be most grateful if you could help with trying to isolate the exact trigger for the problem to occur.
Unfortunately it’s not at the edge of the texture but everywhere there is a triangle edge, so “inside” the texture. To be sure I forced clamping (my texture is mapped on a sphere so clamping is not needed) but the problem is still there.
Actually once found it’s pretty trivial to reproduce : just use
render.setAntialias(AntialiasAttrib.M_auto) # or M_polygon
Yeah, ew, I also see artifacts on Ralph when I enable polygon smoothing in the Roaming Ralph sample.
Now we just need to figure out what change in Panda triggered the driver to mess this up so badly.
If polygon smoothing is so unreliable on modern drivers, we should just disable it altogether.
Hi, I am facing the same problem with gaps between the polygons when using AntialiasAttrib.M_auto.
Has anybody found a solution or a workaround for this?
Thanks a lot!
Before I forgot again, I created the issue on GitHub : https://github.com/panda3d/panda3d/issues/993