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Graphical errors on editor when erasing nodes and switching between scenes on Intel graphics (GLES3 only) #49617

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wokeraccoon opened this issue Jun 15, 2021 · 8 comments

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@wokeraccoon
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Godot version

3.3.1 stable

System information

Windows 10 running on Surface Pro 7 with Intel i5-1035G4 and Intel Iris Graphics (exact iGPU model unknow). GLES3.

Issue description

When switching between scenes in the editor, some Nodes will stay stuck to the screen and might even look "glitchy" (see picture 1) and minimizing the editor helps them be removed from the screen. Nodes also stay stuck to the screen even after being erased from the node tree (See picture 2). Creating a new scene might also show a blue background rather than the default grey one even on fresh projects (see picture 3). These issues do not happen on my desktop PC running Windows 10 with a RTX2060 so I'm suspecting that it might be the Intel iGPU on my surface.

Screenshot 2021-06-15 090358
Screenshot 2021-06-15 090440
Screenshot 2021-06-15 091718

Steps to reproduce

  1. Create new project
  2. Create any graphical node, like a User Interface node or a Sprite
  3. Erase them or switch between scene tabs
  4. See them stuck to the screen after erasing/switching

Minimal reproduction project

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@wokeraccoon
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Update: Forgot to add that minimizing the editor gives a chance of removing the glitches off the screen rather than fixing it 100% of the time

@Zireael07
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Do the glitches happen in GLES2?

@wokeraccoon
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Seems like they don't. I was only able to reproduce again on GLES3.

@Calinou Calinou changed the title Graphical errors on editor when erasing nodes and switching between scenes on Intel graphics Graphical errors on editor when erasing nodes and switching between scenes on Intel graphics (GLES3 only) Jun 15, 2021
@Calinou
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Calinou commented Jun 15, 2021

@wokeraccoon Can you reproduce this after disabling batching in the Project Settings (while staying on GLES3)?

@wokeraccoon
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@wokeraccoon Can you reproduce this after disabling batching in the Project Settings (while staying on GLES3)?

Can't reproduce after disabling batching in editor (Issue doesnt happen when playing the game. Do you mind explaining what batching is?

@Calinou
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Calinou commented Jun 15, 2021

cc @lawnjelly

Do you mind explaining what batching is?

Batching is explained in this article: https://godotengine.org/article/gles2-renderer-optimization-2d-batching
It's available in both GLES2 and GLES3 since Godot 3.3.

@lawnjelly lawnjelly self-assigned this Jun 15, 2021
@lawnjelly
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lawnjelly commented Jun 15, 2021

I'll need a minimum reproduction project to have a look. I know the instructions sound simple, but given that it sounds unlikely I'll be able to reproduce it on my machine (as I don't have a Surface Pro) that will avoid wasting time - as at best I'll be debugging blind.

Problems that can't be reproduced except on certain hardware can be very tricky to investigate. At a guess maybe the glClear is not working on that hardware, and it is leaving stale pixels in the surface.

Also be sure to try 3.3.2. 3.3.2 is the latest version, and has bug fixes since 3.3.1.

@jamie-pate
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jamie-pate commented Sep 27, 2021

FYI #53147 another issue with Xe Graphics, not gui related, batching is off, might be related since in my case the 3d scene is rendered to a viewport before being drawn to the main viewport.

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