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Incorrect rendering region of segmentation #6

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atinfinity opened this issue Oct 3, 2018 · 5 comments
Closed

Incorrect rendering region of segmentation #6

atinfinity opened this issue Oct 3, 2018 · 5 comments

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@atinfinity
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atinfinity commented Oct 3, 2018

System information (version)

Detailed description

I tried "Enable Color Segment Camera" mode in this simulator.
As a result, I think that the display of "Depth" is no problem.

screenshot from 2018-10-03 23-21-39

But, I think the rendering region of "Segmentation" is not appropriate.

screenshot from 2018-10-03 23-21-27

Steps to reproduce

  1. Launch simulator
  2. Select 1920 x 1080 as resolution
  3. Select Free Roaming mode
  4. Select SanFrancisco map and XE_Rigged-apollo robot
  5. Select RUN
  6. Check Enable Color Segment Camera
@atinfinity atinfinity changed the title Incorrect rendering region of depth Incorrect rendering region of segmentation Oct 3, 2018
@andytolst
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I guess this is a know issue, just press 'S' or 'D' key multiple times, and it will re-render in a correct size.
We'll try to fix it in future releases

@atinfinity
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Thank you for your reply! I'm looking forward to resolve in future releases.

@hadiTab
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hadiTab commented Oct 4, 2018

@atinfinity this was just fixed with the latest commit.

@andytolst
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@atinfinity Could you check the latest code from master and see if the problem is fixed. Thanks

@andytolst
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if you feel that there are still some issues with segment camera - feel free to reopen

lokesku pushed a commit that referenced this issue Oct 2, 2021
* when rebuilding CubeTown many times in the same workspace I always get segfault like:

  19:06:26  Launched and connected shader compiler UnityShaderCompiler after 0.03 seconds
  19:06:44  Caught fatal signal - signo:11 code:1 errno:0 addr:0xd0000000e
  19:06:44  Obtained 25 stack frames.
  19:06:44  #0  0x007f72a328a3c0 in funlockfile
  19:06:44  #1  0x007f72a3141c5b in memcpy
  19:06:44  #2  0x007f71edcabf64 in vk_optimusGetDeviceProcAddr
  19:06:44  #3  0x0056107c6dad75 in vk::TaskExecutor::HandleCommandStream(GrowableBuffer*, VkCommandBuffer_T*)
  19:06:44  #4  0x0056107c6d9fe6 in vk::TaskExecutor::ExecuteCommandbuffers(vk::CommandBuffer**, int)
  19:06:44  #5  0x0056107c6d6c33 in vk::TaskExecutor::DoFlush(VkFence_T*, VkSemaphore_T*, unsigned long)
  19:06:44  #6  0x0056107c6a3e07 in GfxDeviceVK::SubmitCurrentCommandBuffers(VkSemaphore_T*)
  19:06:44  #7  0x0056107c6a5721 in GfxDeviceVK::FinishRendering()
  19:06:44  #8  0x0056107c61f4dd in GfxDeviceClient::FinishRendering()
  19:06:44  #9  0x0056107bf9b506 in AssetHotreload()
  19:06:44  #10 0x0056107f0fb8ff in AssetHotreload(core::hash_set<UnityGUID, core::hash<UnityGUID>, std::equal_to<UnityGUID> > const&)
  19:06:44  #11 0x0056107f1964e7 in RefreshInternalV2(AssetDatabase::UpdateAssetOptions, ScanFilter const&, InternalRefreshFlagsV2)
  19:06:44  #12 0x0056107f180712 in StopAssetImportingV2(AssetDatabase::UpdateAssetOptions, InternalRefreshFlagsV2, ScanFilter const*)
  19:06:44  #13 0x0056107f180cb1 in RefreshV2(AssetDatabase::UpdateAssetOptions)
  19:06:44  #14 0x0056107f0e5181 in AssetDatabase::Refresh(AssetDatabase::UpdateAssetOptions)
  19:06:44  #15 0x0056107e4fdeb3 in Application::InitializeProject()
  19:06:44  #16 0x0056107f03e606 in InitializeUnity(void*)
  19:06:44  #17 0x007f72a39c3be8 in g_source_get_time
  19:06:44  #18 0x007f72a39c304e in g_main_context_dispatch
  19:06:44  #19 0x007f72a39c3400 in g_main_context_dispatch
  19:06:44  #20 0x007f72a39c36f3 in g_main_loop_run
  19:06:44  #21 0x007f72a405837d in gtk_main
  19:06:44  #22 0x0056107f03dfce in main
  19:06:44  #23 0x007f72a30aa0b3 in __libc_start_main
  19:06:44  #24 0x0056107bd72029 in _start
  19:06:44  /usr/bin/unity-editor: line 11:    11 Segmentation fault      (core dumped) /opt/unity/Editor/Unity "$@"

  when building in workspace with empty "Library" directory and re-running
  it in the same workspace 2nd time (keeping "Library") finishes OK

  Rerun each bundle build upto 3 times before giving up and showing an error.

  Show summary at the end to easily find if some bundles still need to be
  re-triggered or fixed.

* re-try the initial "fetch license" as well as it was sometimes failing
  there already (before starting any bundle build)

* we do something similar in build-simulator.sh already, for "check" function
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