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Skinned Meshes don't appear in Godot 4.x's GLES3 rendering on Gen 3 Intel HD Graphics (works with ANGLE) #83344
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Please do not bump without adding additional info, instead you can ask about this issue in the contributor chat Also please test with a recent version, this might have been solved already |
ok tested v4.3-dev1, still the same issue |
It sounds like your command line flag is not getting passed off to the running application and so the running application is still using the Non-ANGLE backend. You should be changing the |
i feel like i already knew what the problem was, but i didn't know how to change the driver at the time lol |
Reopening for now, we should evaluate if we could detect when we're running on an old gen Intel HD Graphics and default to using ANGLE if so, like we do for some old ATI/AMD GPUs. CC @bruvzg |
We need to decide what's old gen (do we have more open issues for specific GPUs?). And get a list of device/vendor strings (I was using https://opengl.gpuinfo.org/ for current data and https://feedback.wildfiregames.com/report/opengl/ to check for potential name differences in the old drivers). Otherwise, it's the same as AMD.
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I think these might all be old enough to default to ANGLE. Overview on Intel Graphics generations: https://en.wikipedia.org/wiki/Intel_Graphics_Technology#Generations From what I remember of many bug reports we've had about Intel issues on Windows, anything older than Intel HD Graphics 4000 (Gen 7) seems to be unusable on Windows. Notably Intel HD Graphics 3000 (Gen 6) doesn't support OpenGL 3.3 at all IIRC, or would just crash. We could stretch it to include HD Graphics 4000 and friends (Gen 7) in the ANGLE list, and only start defaulting to native OpenGL for Gen 7.5 (HD Graphics 4400). I think it's fine if we always exclude un-numbered |
Seems some of the Intel HD do not have number in the RENDERER string, so unless we want more complex detection system (getting pid/vid from the Windows API), unnamed |
Or the opposite, seems like Gen 5 doesn't have proper DX11 support for the DX 11 so it won't work with Angle and Gen 6 without 3.3 support will fall back without the list. So we only need Gen 7 in the list. |
Added option to read device IDs and all Gen5-7 IDs to the list - #87013 |
Godot version
4.2.beta1, 4.2.dev6, 4.2.dev4, 4.1.1.stable
System information
Windows 10 LTSC - Intel Pentium G2020 - Intel HD Graphics - ANGLE (Compatibility)
Issue description
when using ANGLE (Compatibility) rendering, Skinned Meshes do appear normally in the editor's viewport. but don't appear at all in play mode.
in addition, i get this error in the Debugger when i enter play mode:
when using GLES3 (Compatibility), they don't appear in both the editor and play mode.
Steps to reproduce
--GLES3:
-create a new project in any Godot 4.x
-select Compatibility rendering
-import any sort of a skinned mesh and add it to the scene
--ANGLE:
-create a shortcut to Godot 4's exe
-in the properties of the shortcuts, add --rendering-driver opengl3_angle to the "Target" field
-launch Godot from that shortcut
-do the same steps as GLES3 above
Minimal reproduction project
N/A
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