Sakru Posted November 29, 2015 Share Posted November 29, 2015 Oh, that info helps... Josh, right now i have no luck in recreating this bug with new AMD drivers "Driver Packaging Version 15.30.1025-151117a-296567C". Maybe they managed to fix it somehow... Link to comment Share on other sites More sharing options...
metaphorset Posted December 1, 2015 Share Posted December 1, 2015 Guys, I also suffer from this problem. Don't know when it started, since I haven't used LE for quite a while now, but I switched to the newest driver (15.11) and it's still there. What I found out: When i start Leadwerks up and create a new project everything looks fine in the editor. But as soon as I switch the perspecitve mode into single viewport it looks exactly like the screenshot in the first post. I fiddled with LE's graphics settings and found out that Antialias was set to 'none'. As soon as I changed that everything was looking fine. But well, the problem is still there when I hit 'run' or 'debug'. Link to comment Share on other sites More sharing options...
metaphorset Posted December 4, 2015 Share Posted December 4, 2015 Hi Guys, not sure if my last posting got lost, so I'll try again... I have the same problem with the newest AMD driver and the previous one as well. I'm not sure when it started since I haven't been into Leadwerks a few months. Here's what I found out: Starting LE with one of the demo templates everything seems ok in the editor, as long as I do not change the perspective view to single viewport. It shows the same kind of rendering as in the image you see in the first post. This is the case when the antialias option in graphics options tab is set to 'none'. Everything above works fine. Link to comment Share on other sites More sharing options...
metaphorset Posted December 16, 2015 Share Posted December 16, 2015 Hi, so there's still no update on this, I guess? Link to comment Share on other sites More sharing options...
Slimwaffle Posted December 17, 2015 Author Share Posted December 17, 2015 Ok so I found something interesting. In the window where I click and drag items into the game I can force this glitch by turning anti aliasing off then fix it by making it x4 again. Is there a way I can change the anti aliasing settings for the window when I click run game? Link to comment Share on other sites More sharing options...
Slimwaffle Posted December 17, 2015 Author Share Posted December 17, 2015 Also I get the same bug when I add in water affect just on the water. If I turn off render lighting it goes away. But I can't see the water. Link to comment Share on other sites More sharing options...
metaphorset Posted December 19, 2015 Share Posted December 19, 2015 @slimwaffle, that's exactly what I meant when talking about the perspective mode and turning on antialias. It doesn't matter which antialias I use, though. I already played with the antialias settings in the new radeon settings tool. I changed them for LE and also for my test applications but the graphics are still buggy. Link to comment Share on other sites More sharing options...
metaphorset Posted December 24, 2015 Share Posted December 24, 2015 Using LE 4 Preview now. Latest AMD Driver 15.12 is out and installed, still no improvement. Link to comment Share on other sites More sharing options...
Slimwaffle Posted December 24, 2015 Author Share Posted December 24, 2015 Yeah I'm on 4 and latest drivers and still no fix. Also now I am getting issues where when loading files are not found and shaders won't load. Is there any way to reset my LE4 so I don't have any workshop items. Just the base engine and the DLC I bought. For some reason when I fresh install it still lists all the workshop items I downloaded. Link to comment Share on other sites More sharing options...
metaphorset Posted January 21, 2016 Share Posted January 21, 2016 Ok, so I spent nearly a month with Unreal Engine now, because I can't use LE at all due to this bug. Still no solution? @Josh, do we have a chance to track the problem down somehow? Link to comment Share on other sites More sharing options...
Josh Posted January 21, 2016 Share Posted January 21, 2016 Well, I certainly don't want to do that to you. Let me talk to AMD and figure this out. My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
ThePhoenix Posted January 23, 2016 Share Posted January 23, 2016 Nexerade <3 Tianshee <3 TWE666q on steam found a solution guys : Ok I did it. Go to -Script Editor --Player ---FPSPlayer.lua in line 153 self.camera:SetMultisampleMode((System:GetProperty("multisample"' date='"1"))) change 1 to 2. This will make antialiasing 2x when player spawned. This fixed problem for me on R9 380 4 GB [/quote'] Link to comment Share on other sites More sharing options...
thehankinator Posted February 2, 2016 Share Posted February 2, 2016 (edited) Well, I certainly don't want to do that to you. Let me talk to AMD and figure this out. Any luck with AMD? Should we open a bug report also? Bug is still present in version 16.1. Setting multisampling above 1 works except with water. Or maybe I am having a similar but different problem. I just noticed that this doesn't happen in the editor, what's different? Radeon r9 380 Edited February 2, 2016 by thehankinator Link to comment Share on other sites More sharing options...
Brutile Posted February 2, 2016 Share Posted February 2, 2016 The editor uses different settings than your game. You can find the settings by clicking the settings icon at the top, then going into the viewport tab. Try to match those settings in your game. Link to comment Share on other sites More sharing options...
thehankinator Posted February 2, 2016 Share Posted February 2, 2016 The editor uses different settings than your game. You can find the settings by clicking the settings icon at the top, then going into the viewport tab. Try to match those settings in your game. I'm not sure where to find some of the settings(like Texture anistropy, Tessellation, etc) but I matched what I could, same results. Anyway, the purpose of this post is to report that version 16.1.1 (released on Jan 31st) still has this bug. Link to comment Share on other sites More sharing options...
Josh Posted February 3, 2016 Share Posted February 3, 2016 Nexerade <3 Tianshee <3 TWE666q on steam found a solution guys : Ok I did it. Go to -Script Editor --Player ---FPSPlayer.lua in line 153 self.camera:SetMultisampleMode((System:GetProperty("multisample","1"))) change 1 to 2. This will make antialiasing 2x when player spawned. This fixed problem for me on R9 380 4 GB Can anyone confirm this? My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
thehankinator Posted February 3, 2016 Share Posted February 3, 2016 Can anyone confirm this? This work around doesn't work for water. Take a look at my post on Feb 1st in this thread. Link to comment Share on other sites More sharing options...
thehankinator Posted February 4, 2016 Share Posted February 4, 2016 I played with this some more tonight. Very strange but with 2x MSAA looking into water (screen shot in my earlier post) corruption is visible however when looking out of the water everything is fine! Link to comment Share on other sites More sharing options...
ThePhoenix Posted February 4, 2016 Share Posted February 4, 2016 it works for Fps camera, but if i try a camera that is not the one in FPSPlayer it doesnt work. Water doesnt show up properly too and ive made a SkyBox by putting a .tex in texture mode cubemap and the problem comes back on the texture within the texture editor but it appears fine in the map. Link to comment Share on other sites More sharing options...
metaphorset Posted February 5, 2016 Share Posted February 5, 2016 @Josh. I just did a quick test with the basic FPS Controller and can confirm that ThePhoenix' solution works. Unfortunately I haven't much time right now to create something bigger with water in it. Link to comment Share on other sites More sharing options...
ThePhoenix Posted February 8, 2016 Share Posted February 8, 2016 Just discovered that changing the BallPlayer.lua in the marble game function Scrit:Start() to function Script:Start() self.camera = Camera:Create() self.startposition = self.entity:GetPosition(true) self.camera:SetMultisampleMode((System:GetProperty("multisample","2"))) self.font = Font:Load("Fonts/Ranchers-Regular.ttf",32) if self.font==nil then local context = Context:GetCurrent() self.font = context:GetFont() end self:Respawn() end will fix the problem too. So i can make games that arent FPS. Link to comment Share on other sites More sharing options...
ThePhoenix Posted February 9, 2016 Share Posted February 9, 2016 Is there a way to edit the script of a camera in Miscellaneous objects (like a pivot), i can attach a script but it doesnt create the camera so i can't set the multisample to 2 or instead of using self.camera can i use a global function to set the multisample in a object camera? Link to comment Share on other sites More sharing options...
Slimwaffle Posted February 10, 2016 Author Share Posted February 10, 2016 Ok changing the multi sample in the fps lua scipt fixes the camera for running the game. But I am having the same water texture issue as the hankinator. From above the water everything is pixelated and from underneath everything looks fine. Also I noticed that the option to change the water color in game isn't changing the color an awful lot. Link to comment Share on other sites More sharing options...
Brutile Posted February 10, 2016 Share Posted February 10, 2016 So I just updated and now I am experiencing a weird glitch. No matter what I do or add in even on starting a new project I experience weird graphical errors like the engine can't process all the graphics in the game. Even if I just add in fps player, water, day night and a single terrain texture I get this. Not sure how much help I can be with this, but does this happen with just a camera and a CSG floor? You say it happens with the water and day night cycle, so it's possible it could just be an issue with one of these things. Link to comment Share on other sites More sharing options...
thehankinator Posted February 10, 2016 Share Posted February 10, 2016 (edited) We got a lot of cooks in the kitchen and I don't think we've narrowed this down enough so I've made a small script to demonstrate the problem with minimal code. Have we confirmed that AMD has been made aware of the problem? If not I'll open a bug report. Perhaps we need to publish this (or some other example) to AMD so they can potentially reproduce the problem. I've tried this with "16.1.1 Hotfix" drivers released on 2/3/16 on a R9 380. Press P to toggle between looking into the water and looking out. Press M to toggle between MSAA x1 and x2. window = Window:Create("lol bugs",0,0,"1024","768",window.Titlebar) context = Context:Create(window,0) if context==nil then return end world = World:Create() world:SetWaterMode(true) world:SetAmbientLight(1.0) local pos_a = true local msaa = 1 camera = Camera:Create() camera:SetMultisampleMode(msaa) camera:SetPosition(0, 5, 0) camera:SetRotation(90, 0, 0) local box1 = Model:Box(1,1,1) box1:SetPosition(-1,0,0) box1:SetColor(0,0,1) local box2 = Model:Box(1,1,1) box2:SetPosition(1,0,0) box2:SetColor(0,1,0) while window:KeyDown(Key.Escape)==false do if window:KeyHit(Key.P) then pos_a = not pos_a if pos_a then camera:SetPosition(0, 5, 0) camera:SetRotation(90, 0, 0) else camera:SetPosition(0, -5, 0) camera:SetRotation(-90, 0, 0) end end if window:KeyHit(Key.M) then if msaa == 1 then msaa = 2 else msaa = 1 end camera:SetMultisampleMode(msaa) end Time:Update() world:Update() world:Render() context:SetBlendMode(Blend.Alpha) context:DrawText("Looking into water = "..tostring(pos_a).." MSAA = "..tostring(msaa), 0, 20) context:Sync(true) end Edited February 10, 2016 by thehankinator Link to comment Share on other sites More sharing options...
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