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are you running newest version (version from docs) ?
can you reproduce the bug with a fresh environment ? (]activate --temp; add Makie)
What platform + GPU are you on? -> Ubuntu 22.04, NVIDIA T550 Laptop GPU
It looks like there is an interpolation error for color data (and/or shading?) when the normal directions are inverted. This is probably due to normal direction interpolation which will return a zero length vector when interpolating between two adjacent and inverted normal vectors.
Here I inverted the face orientations for half of a sphere. The only thing to see here is that the shading seems to flip to a different state. This looks like the desired behaviour:
However, when the normal directions are exactly negated it looks like we get funny behaviour. Here I inverted the faces halfway a quadrilateral plate mesh. As you can see we now get sudden and odd back regions:
It looks like perhaps Makie should detect that the interpolation produced a zero length vector, next it should be renormalised and be forced to point in the direction of the closest healthy vertex or face normal.
Below is some code I used to study this, which features simple sets of triangles which produces the following image:
]activate --temp; add Makie
)Ubuntu 22.04
,NVIDIA T550 Laptop GPU
It looks like there is an interpolation error for color data (and/or shading?) when the normal directions are inverted. This is probably due to normal direction interpolation which will return a zero length vector when interpolating between two adjacent and inverted normal vectors.
Here I inverted the face orientations for half of a sphere. The only thing to see here is that the shading seems to flip to a different state. This looks like the desired behaviour:
However, when the normal directions are exactly negated it looks like we get funny behaviour. Here I inverted the faces halfway a quadrilateral plate mesh. As you can see we now get sudden and odd back regions:
It looks like perhaps Makie should detect that the interpolation produced a zero length vector, next it should be renormalised and be forced to point in the direction of the closest healthy vertex or face normal.
Below is some code I used to study this, which features simple sets of triangles which produces the following image:
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