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With the GLES2 backend, SpatialMaterials with Proximity Fade enabled don't render at all in HTML5.
In the web editor, the error drivers/gles2/rasterizer_storage_gles2.cpp:5665 - MSAA not supported on this hardware. is printed every time Proximity Fade is toggled in the inspector.
Steps to reproduce
Export and run the minimal reproduction project in HTML5. The red cube has Proximity Fade enabled and will be invisible in HTML5. The blue cube does not have Proximity Fade enabled and should remain visible.
I can reproduce this on 3.5 (Firefox 102, Linux, NVIDIA 515.57):
My guess is that the browser isn't liking that Godot samples the depth buffer for proximity fade (whose support is not mandated in GLES2), and prints an unrelated error.
In the web editor, the error drivers/gles2/rasterizer_storage_gles2.cpp:5665 - MSAA not supported on this hardware. is printed every time Proximity Fade is toggled in the inspector.
I think this is unrelated. That error message only pops up when MSAA is configured for a viewport. I think chances are the editor preview is being regenerated each time the setting changes and it has nothing to do with the issue.
Calinou's screenshot shows the issue more clearly, the material is trying to read from depth and write to it at the same time. Reading from depth is not really well supported in GLES2.
I guess we could try adding a framebuffer with no depth that renders to the main color buffer to avoid this issue.
Godot version
3.5.stable, 3.4.5
System information
Pop!_OS 22.04/Windows 10, GLES2, Firefox/Edge
Issue description
With the GLES2 backend, SpatialMaterials with Proximity Fade enabled don't render at all in HTML5.
In the web editor, the error
drivers/gles2/rasterizer_storage_gles2.cpp:5665 - MSAA not supported on this hardware.
is printed every time Proximity Fade is toggled in the inspector.Steps to reproduce
Export and run the minimal reproduction project in HTML5. The red cube has Proximity Fade enabled and will be invisible in HTML5. The blue cube does not have Proximity Fade enabled and should remain visible.
Minimal reproduction project
proximity_fade_bug.zip
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