12.01.02.1s Rendering Bugs

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Geenz Spad

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Jan 2, 2012, 6:06:58 PM1/2/12
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Hey everyone!
I'm aware that there's been a number of rendering bugs introduced with the previous release.
Right now, I'm in the process of fixing all of them.  Just to recap on the bugs reported thus far, and the progress of them being fixed for tonight or tomorrow's hotfix, they are:
  • Water renders as black (white under AMD hardware) in the latest Exodus release
    • Cause: Atmospherics shader uniform not being set correctly.
    • Status: Fixed
  • Fullbright Alpha objects render as white
    • Cause: Fullbright Alpha shader uniform not being set correctly.
    • Status: Still working on it, but seemingly fixed in a lot of circumstances.
  • Eyelashes render as white
    • Cause: Probably another shader uniform not being set correctly.  Still investigating this one.
    • Status: Needs more information.
Well, there you have it everyone.  Thanks for bearing with us for this release.  We've been hard at work with this release, and this is by no means a small release in the least!
There's been many rendering changes in the viewer in this release due to our rebase on Viewer 3.2's codebase, and thus far it's actually a good sign to see just three bugs reported thus far regarding the new rendering changes this cycle that have been added on top of LL's renderer.

Thanks to all of you who reported these bugs!  As always, your feedback on such matters is always valuable to the team.

If you've found any other new rendering bugs here and there that have arisen from this release, or any bugs unique to Exodus in general, please by all means report them immediately, and we'll try our best to get them worked in for the Hotfix!

-- 
Geenz Spad
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Geenz Spad

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Jan 2, 2012, 8:49:14 PM1/2/12
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Just an update on this.  Eyelashes have been completely and totally fixed, as have some unreported bugs that were found in the process (such as rigged meshes that use fullbright and fullbright shiny when gamma correction is enabled).

The Fullbright Alpha bug is almost completely fixed.  It's been mitigated to the point that it primarily seems to manifest by changing shadow settings, and oddly enough, is also fixed by changing shadow settings.  I'm still looking into this.
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