Heavy sim: PBR shirt flipped to alpha blend; edit window material swatch shows wrong / transparent image #223
Labels
No labels
amd
avatars
bug
builder
cannot-reproduce
crash
epic
feature
from-viewer
gl-removal
known-limitation
monitoring
parity
perf
platform
priority
critical
priority
high
priority
low
priority
medium
provenance
rendering
rt
status
in-progress
status
testing
status
up-next
triage
ui
upstream
No milestone
No project
No assignees
1 participant
Notifications
Due date
No due date set.
Dependencies
No dependencies set.
Reference
sky_line/Slipstream#223
Loading…
Add table
Add a link
Reference in a new issue
No description provided.
Delete branch "%!s()"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
Seen in a heavy sim (thousands of objects, 1000+ flexis, lots of alpha-blend foliage, heavy texture churn), Vulkan build:
The swatch is drawn by LL's UI from LL's own texture objects, and the alpha mode the editor shows comes from LL's material data -- so this isn't (only) the world renderer. Suspects:
material_idfetches that day -- may contribute to fallbacks, but doesn't explain a foliage image in the swatch.Repro idea: heavy sim, wear PBR clothing, edit it repeatedly while textures stream; compare the editor swatch's texture UUID with what's displayed. Log the VK facade texture cache key -> VkImage on bind for the swatch.
Separate (real, not the cause here): double-sided alpha-blend meshes draw inner faces over outer ones -- fix is two-pass blend (back faces then front faces) via dynamic cull mode; held for now.