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Meshlayer broken after latest update


klepto2
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Go to solution Solved by Josh,

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After the latest update with the additional 4x4 matrix added to the entityinfo there are 2 errors (the second only if the 1st one is fixed)

  1. the meshlayer shaders can't be linked anymore:
    Failed to link shader:
    D:/UltraEngine_Projects/Ocean_New/FFT_Ocean/Shaders/MeshLayer/meshlayer.vert
    D:/UltraEngine_Projects/Ocean_New/FFT_Ocean/Shaders/PBR/PBR.frag
    Vertex info
    -----------
    1(51) : warning C7050: "texcoord" might be used before being initialized
    
    Fragment info
    -------------
    27(268) : warning C7024: Unreachable statement in switch body
    27(393) : warning C7024: Unreachable statement in switch body
    29(160) : warning C7050: "d" might be used before being initialized
    
    Link info
    ---------
    error: "emissioncolor" not declared as input from previous stage
    Failed to link shader:
    D:/UltraEngine_Projects/Ocean_New/FFT_Ocean/Shaders/MeshLayer/meshlayer.vert
    D:/UltraEngine_Projects/Ocean_New/FFT_Ocean/Shaders/PBR/PBR_Masked.frag
    Vertex info
    -----------
    1(51) : warning C7050: "texcoord" might be used before being initialized
    
    Fragment info
    -------------
    0(3) : warning C7508: extension GOOGLE_include_directive not supported
    27(268) : warning C7024: Unreachable statement in switch body
    27(393) : warning C7024: Unreachable statement in switch body
    29(160) : warning C7050: "d" might be used before being initialized
    
    Link info
    ---------
    error: "emissioncolor" not declared as input from previous stage
    Can be solved by adding: layout(location = 12) flat out vec3 emissioncolor; to the Vertex.glsl under Shaders/Meshlayer
  2. After the first issue, might be due to wrong solution to the first bug, the meshlayer rendering is not working correctly anymore
    The layers are only drawn at one side of the terrain:
    image.thumb.png.724bc7343bd734b5690c3d77ec4273bc.png
  • Thanks 1
  • Windows 10 Pro 64-Bit-Version
  • NVIDIA Geforce 1080 TI
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After the shader modification, It looks like mesh layers only appear on terrain patches with an X and Z position above zero...

image.thumb.jpeg.a3488615653cddc43a54da639c158e8f.jpeg

My job is to make tools you love, with the features you want, and performance you can't live without.

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This stuff is always tricky because it's a double-blind process, since both culling and rendering are done on the GPU...

My job is to make tools you love, with the features you want, and performance you can't live without.

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  • Solution

I do not know the exact cause, but when I recompiled the culling compute shader it worked correctly. It does include other shaders, so some critical bit of information must have been missing.

My job is to make tools you love, with the features you want, and performance you can't live without.

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