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Raise filament version to 1.9.25 #68
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Hi, Thanks for your share. Every PR are welcome here. Updating to the last Filament version was in the pipe but for that we need to generate material resource files with the latest version of the Filament Tool = .mat files in resources folder must be compiled to . filamat files and added to assets folders. Can you do it in your PR? Thanks |
Sure, I can do that |
That's perfect. |
Thanks. I've recompiled the materials with |
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Perfect
Thanks a lot @fvito. The latest version of Filament seems awesome !!!! @grassydragon also made a great PR for the plane detection rendering. I think we only have a little issue with the camera stream rendering which seems a little laggy. Thanks to both of you. |
Hmm, I haven't noticed any lag on my device (OnePlus 7T) although I did only have a simple scene. |
With the glTF sample, don't you see any lags after about 5 tigers on the Scene and moving to a different place. If anyone see something to much consuming from the SceneView.doFrame(), it will be very helpful before releasing. I have checked all the Filament Swapchain and model rendering part and everything looks goods with the latest Filament version. @grassydragon Can you have a look to check if there is no issue on the plane detection/controller PlaneVisualizer? @fvito Can you have a look at the CameraStream specially the near/far plane and resolution? @imbrig, @VojtaMaiwald Any idea ? Can you test the latest version? I'm on the Renderer part. Thanks |
That's right. |
No, I can't see any lags.
I'm just afraid that the new tone mapping will look differently in existing Sceneform applications and I hope that the problem will be fixed soon. |
The release is online. I made some little improvements concerning the rendering. |
In my case it was the actual camera feed that was showing this color errors. But I have noticed the same with another SDK that also uses Filament so I guess since camera feed is rendered as a texture, filament is applying the tonemapping to it aswell, causing this issues?
What if we introduce a property on the SceneView for changing the tone mapping? From what I currently see, the ToneMapper class is not exposed - or I've missed it. That would make it opt it, so existing implementations can still use the tone mapper, but it would give us an option to change/disable it in certain cases But yeah, lets hope the fix it soon, they seem to be quite active with the development, a new version was already released 😃 |
Actually, the problem is not in the tone mapping. Filament uses the tone mapping to render the scene in HDR and it can be disabled using the
I think that since the Filament engine instance can be acquired from Sceneform it is possible to change the tone mapping to |
It depends on what you are doing. If the tone mapper is set to In general I believe it would be useful to give applications a way to access the |
Thank you for correcting me! |
Correct me if I wrongly understood but to summarize we have to:
view.setColorGrading(new ColorGrading.Builder()
.toneMapping(ColorGrading.ToneMapping.FILMIC)
.build(EngineInstance.getEngine().getFilamentEngine())); @grassydragon If it seems OK for you, can you make the PR ? Thanks |
Yes, I think it is the best solution right now. |
Hi!
First of all, thanks for this library, it has saved me lots of time and headaches.
I'm not sure if this sort of PR are accepted here, if not, I'm sorry, but I've noticed that the library is using an older version of filament, which has been recently updated. There were some OpenGL memory leak fixes in the last couple of version so I figured It would be nice to include thos here too.
From my testing, all of the samples apps worked (apart from augmented images - I'm not sure how that one is supposed to work).
I've also did some profiling tests and it seems to be a bit better. I've looked at the source code, but (I might be wrong here) it seems like all the materials and textures should be cleaned up by native filament implementation, so I guess there might still be some leaks in there.