Josh Posted October 5, 2023 Share Posted October 5, 2023 After a swap chain is created, if post-processing effects are enabled, it will take three calls to World::Render before anything except a black screen will appear. Related thread: #include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { EngineSettings settings; settings.asyncrender = false; Initialize(settings); //Get the displays auto displays = GetDisplays(); //Create window auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_RESIZABLE | WINDOW_CENTER | WINDOW_TITLEBAR); //Create world auto world = CreateWorld(); //Create framebuffer auto framebuffer = CreateFramebuffer(window); //Create a camera auto camera = CreateCamera(world, PROJECTION_ORTHOGRAPHIC); camera->SetClearColor(0,0,1,1); camera->SetDepthPrepass(false); auto fx = LoadPostEffect("Shaders/FXAA.fx"); camera->AddPostEffect(fx); while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { auto e = WaitEvent(); if (e.id == EVENT_KEYDOWN and e.data == KEY_SPACE) { camera->SetClearColor(Random(), Random(), Random()); world->Update(); world->Render(framebuffer); } } return 0; } Quote 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...
Josh Posted October 6, 2023 Author Share Posted October 6, 2023 This error seems to not be happening in the current build, on the AMD 6600 at least... Quote 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...
Josh Posted October 6, 2023 Author Share Posted October 6, 2023 Still happening on the GEForce 1080, so it appears to be exclusive to Nvidia... Quote 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...
Solution Josh Posted March 8 Author Solution Share Posted March 8 Fixed in 0.9.5, or may be a Windows compositor issue. I found what works best is do a render before showing the window, show the window, then do one more render. Quote 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...
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