Dmitry Stepanov

Results 137 comments of Dmitry Stepanov

It is most likely happened because of renaming, because engine resolves a lot of stuff from FBX models using names of nodes. It is done a bit differently in case...

As we've discussed in Discord, this is the forward renderer bug, it does not sort transparent objects back-to-front which leads to incorrect blending.

I'm suspecting that current renderer implementation is slow on macOS because of vertex attribute layout. Currently, some attributes might not be used in a draw call, I've read on StackOverflow...

@wilsonk, @toyboot4e did some testing using LearnOpenGL Rust port - https://discord.com/channels/756573453561102427/756573453561102430/876888897794211932 and it seems that gaps in vertex attributes are fine, and does not affect performance.

The next thing that we can test, is to replace `glfw` with `glutin` in https://github.com/toyboot4e/learn-opengl-rs/blob/master/src/_6_pbr/_1_2_lighting_textured.rs to see if it will make a difference. There could be an issue in `glutin`...

Also, could somebody please check if changing this line https://github.com/rg3dengine/rg3d/blob/master/src/engine/mod.rs#L96 to ` .with_gl(glutin::GlRequest::Latest)` will make a difference?

Thanks for checking. Ok, so if it is not software fallback, what it could be then?

Here's the trace that @toyboot4e made some time ago, and the most confusing part here is that rendering a quad takes 10 microseconds, which is also enough to render 2430...

The trace's times are confusing, I suppose these are CPU times because GPU works asynchrounously of CPU. If so then it means that the bottleneck is in the driver, it...

@wilsonk Does it prints something in the console like in the issue you've mentioned?