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Mesh non deterministic glitch #303
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Area: GraphicsIssues related to graphics/rendering.Issues related to graphics/rendering.Status: Needs ReplicatingIndicates that the issue cannot be replicated - this doesn't necessarily mean it's invalid!Indicates that the issue cannot be replicated - this doesn't necessarily mean it's invalid!Type: BugProblems with the code/documentation that need to be fixed.Problems with the code/documentation that need to be fixed.
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Area: GraphicsIssues related to graphics/rendering.Issues related to graphics/rendering.Status: Needs ReplicatingIndicates that the issue cannot be replicated - this doesn't necessarily mean it's invalid!Indicates that the issue cannot be replicated - this doesn't necessarily mean it's invalid!Type: BugProblems with the code/documentation that need to be fixed.Problems with the code/documentation that need to be fixed.
Summary
I apologize for the lack of details, I'm still trying to find a way to reliably reproduce this.
Setup
I'm using a
ScreenScaler, aTextureatlas to draw tiles and entities andMeshto draw particles and debug graphic.This works fine, except that randomly the screen glitches and 1 frame is drawn at a huge scale.
bug1.mp4
Glitched frame
So far after some testing this seems to happen only if I draw Mesh objects.
I have not found any pattern yet, sometime it happens only 1 or 2 times after a lot of time, while more rarely it happens for longer bursts.
If I had to guess it looks like a possible buffer overflow.
Steps to Reproduce
I will update this once I manage to reproduce it in a small example.
Additional Info
No response