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WebGL issues with rendering on wide aspects (?) #5298
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I believe this is a dup of #4922, which we closed as not actionable since it is likely an NVIDIA issue. |
I wonder if it happens only in filament. I thought the new datapoint that it's only on wide aspect ratios was interesting. We definitely do some "weird stuff" to keep various effect aspect-ratio independent (e.g. in the bloom pass). Maybe there is something there? |
I'm working with other WebGL apps on a day-to-day basis (threejs, WebGL directly, WebXR, Unity WebGL, ...) and have never seen this behaviour in any of them, so from my end I can say that yes, I've only seen that happen in filament. Were you able to get any NVidia eyes on it? It's both a pretty high-end and a very common card... (2070 Max-Q to be specific). |
Some more tests in case that helps:
Maybe a Chrome/ANGLE bug instead of NVidia? |
The full-screen Suzanne demo does this with narrow window sizes on my NVIDIA card. Bloom is disabled. We haven't reported this to NVIDIA yet because it's possible it's an ANGLE bug, need to narrow it down a bit. It reproduces easily, so that's good at least. |
Do we have the concept of DEBUG builds on webgl? Maybe that would turn up something? |
I think this is one of the known problems that has been around for a while. |
Do we know if those failing cases have bloom enabled? |
Bloom is not enabled in the Suzanne demo, which is one of the failing cases. |
This is probably related to #3151 and is not very actionable (Chrome bug or driver bug), closing. |
Describe the bug
Just looked at the sample page (https://google.github.io/filament/) and it looked like this for me:
https://user-images.githubusercontent.com/2693840/157490765-5e09a48d-fc03-4681-87cb-432c043d36f1.mp4
After some experimentation, it seemed to happen on wider aspects but not on narrower ones.
To Reproduce
Steps to reproduce the behavior:
Screenshots
Logs
Only log is
FEngine (32 bits) created at 0x82ec40 (threading is disabled)
Desktop (please complete the following information):
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