Closed
Bug 627998
Opened 13 years ago
Closed 13 years ago
Clothes are tigered in Google Bodybrowser using ANGLE
Categories
(Core :: Graphics: CanvasWebGL, defect)
Tracking
()
VERIFIED
FIXED
People
(Reporter: scoobidiver, Assigned: vlad)
References
()
Details
Attachments
(2 files)
828.33 KB,
image/png
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Details | |
10.21 KB,
patch
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jrmuizel
:
review+
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Details | Diff | Splinter Review |
Mozilla/5.0 (Windows NT 6.1; WOW64; rv:2.0b10pre) Gecko/20110121 Firefox/4.0b10pre Fx 4 and Chrome 10 use both ANGLE but the rendering is different. The clothes are tigered in Fx4 and normal in Chrome (see attachment). If I use Intel's OpenGL renderer, it is OK in Fx 4. Adapter Description: Mobile Intel(R) 4 Series Express Chipset Family Vendor ID: 8086 Device ID: 2a42 Adapter RAM: Unknown Adapter Drivers: igdumd64 igd10umd64 igdumdx32 igd10umd32 Driver Version: 8.15.10.2226 Driver Date: 10-15-2010 Direct2D Enabled: true DirectWrite Enabled: true (6.1.7600.20830) WebGL Renderer: TransGaming Inc. -- ANGLE -- OpenGL ES 2.0 (git-devel Jan 21 2011 16:16:36) GPU Accelerated Windows: 1/1 Direct3D 10
Comment 1•13 years ago
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Repro'd on WinXP with Mozilla/5.0 (Windows NT 5.1; rv:2.0b10pre) Gecko/20110121 Firefox/4.0b10pre ID:20110122065721 and Adapter Description Radeon X1950 Pro Vendor ID 1002 Device ID 7280 Adapter RAM Unknown Adapter Drivers ati2dvag Driver Version 8.593.100.0 Driver Date 2-10-2010 Direct2D Enabled false DirectWrite Enabled false (0.0.0.0) WebGL Renderer TransGaming Inc. -- ANGLE -- OpenGL ES 2.0 (git-devel Jan 20 2011 21:33:17) GPU Accelerated Windows 1/1 Direct3D 9
Reporter | ||
Updated•13 years ago
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Hardware: x86_64 → x86
Assignee | ||
Comment 2•13 years ago
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Does this still happen? It's likely a depth precision issue, where body browser expects that a 16-bit depth is actually higher precision internally -- which is the case with desktop GL, but not with ANGLE currently. Benoit's working on a fix in bug 628382.
Depends on: 628382
Reporter | ||
Comment 3•13 years ago
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> Does this still happen?
It still occurs in 4.0b10pre/20110124.
Reporter | ||
Comment 4•13 years ago
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After the fixing of bug 628382 in 4.0b11pre/20110126, it still happens.
Assignee | ||
Comment 5•13 years ago
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Ah, so the problem here is that the actual main depth buffer is being created as 16bpp. I don't know why ANGLE is doing this; looking into it now.
Assignee | ||
Updated•13 years ago
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Assignee | ||
Comment 6•13 years ago
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This builds on top of the patch in bug 628088, and does some cleanup that jeff asked for there. It always attempts to get an 8-bit color/24-bpp depth buffer config and goes down to the minimums from there. Fixes this issue here.
Assignee: nobody → vladimir
Attachment #508035 -
Flags: review?(jmuizelaar)
Comment 7•13 years ago
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Comment on attachment 508035 [details] [diff] [review] try to get a 24bpp depth buffer if possible >+static void >+FillPBufferAttribs(nsTArray<EGLint>& aAttrs, >+ const ContextFormat& aFormat, >+ bool aCanBindToTexture, >+ int aColorBitsOverride, >+ int aDepthBitsOverride) >+{ >+ aAttrs.Clear(); >+ >+#define A1(_x) do { aAttrs.AppendElement(_x); } while (0) >+#define A2(_x,_y) do { A1(_x); A1(_y); } while (0) This is sort of ugly, but perhaps unavoidable.
Attachment #508035 -
Flags: review?(jmuizelaar) → review+
Assignee | ||
Comment 8•13 years ago
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Yeah, it makes the code more readable. At some point we should probably just make a little IntAttribList helper class and use it everywhere.
Comment 9•13 years ago
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We should also talk to the authors of this demo to fix it (it shouldn't rely on 24bpp depth buffers for correct rendering). I guess that it can be fixed with just a call to webgl.polygonOffset().
Assignee | ||
Comment 10•13 years ago
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Yeah, I sent the note to Vangelis already; he'll look into it. http://hg.mozilla.org/mozilla-central/rev/688dd0a52427
Status: NEW → RESOLVED
Closed: 13 years ago
Resolution: --- → FIXED
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Description
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