Holes between mesh triangles after upgrading


#1

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):


#2

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.


#3

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.


#4

Could you try adding old-alpha-blend true to Config.prc, or set it in your code using loadPrcFileData("", "old-alpha-blend true")?


#5

Yes, it looks fine after that!


#6

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.


#7

Actually, I was wrong. loadPrcFileData("", "old-alpha-blend True") didn’t fix it. I just forgot to uncomment a line :expressionless:

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.


#8

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.


#9

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.


#10

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.


#11

Actually once found it’s pretty trivial to reproduce : just use

render.setAntialias(AntialiasAttrib.M_auto) # or M_polygon

#12

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.