Quad rendering bug

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Re: Quad rendering bug

Postby Ian » Tue Apr 04, 2017 4:43 am

I've never seen the winding bit set
Gonna have a go at this one this evening
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Re: Quad rendering bug

Postby Ian » Tue Apr 04, 2017 11:01 am

Well this is my first attempt at this problem ..

Image
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Re: Quad rendering bug

Postby HarryTuttle » Tue Apr 04, 2017 11:58 am

Great! :) If you need some screenshot or savestate to help analyze the problem just tell me.
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Re: Quad rendering bug

Postby Ian » Tue Apr 04, 2017 12:08 pm

Sure, would definitely be useful
Anything you have !
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Re: Quad rendering bug

Postby HarryTuttle » Tue Apr 04, 2017 3:08 pm

First bunch of screens (left Abe's footage, right Supermodel).

Good quad:
hl_01.jpeg
hl_01.jpeg (229.3 KiB) Viewed 6876 times


Good quad (however in Abe's video the transition seems smoother, save for a seemingly interlacing artifact, like a perfect planar quad):
hl_02.jpeg
hl_02.jpeg (226.11 KiB) Viewed 6876 times


Bad quad (hard to spot):
hl_03.jpeg
hl_03.jpeg (230.71 KiB) Viewed 6876 times
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Re: Quad rendering bug

Postby HarryTuttle » Tue Apr 04, 2017 5:45 pm

Second bunch...

BAD quad on left car, good on the right:
hl_04.jpeg
hl_04.jpeg (242.33 KiB) Viewed 6862 times


Good quad:
hl_05.jpeg
hl_05.jpeg (232.43 KiB) Viewed 6862 times


Good quad:
hl_06.jpeg
hl_06.jpeg (232.42 KiB) Viewed 6862 times


Basically I always check how the highlight is distributed inside the quad, since it evidenciates better any anomaly.
Last edited by HarryTuttle on Tue Apr 04, 2017 7:08 pm, edited 3 times in total.
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Re: Quad rendering bug

Postby HarryTuttle » Tue Apr 04, 2017 6:51 pm

Dirt Devils.

Good quad (the highlight differs a bit 'cause the cars' movements and position also differ from the original):
dd_01.jpeg
dd_01.jpeg (247.6 KiB) Viewed 6848 times


Dirt Devils' save state here: https://expirebox.com/download/bdf4d943eaafe952eb4219efd691e728.html; it's the start of the buggy demo sequence in attract mode

Harley's save state here: https://expirebox.com/download/cdc68d2e6edceeec4e8fa3b7f0ffc146.html; starts at the point of the first Harley's screen i posted, and during about the following 25 seconds I took all the other screenshots.

I usually check this few sequences beside the Scud's one on which you worked.

IMPORTANT: Forgot to say that i took those images with the quad's edge flipped for every counter-clockwise winding poly, just for testing. In the official build there could be more errors...
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Re: Quad rendering bug

Postby Ian » Wed Apr 05, 2017 1:28 am

Well my changes worked for that car in scud.. but unfortunately introduced bugs on other cars :(
Maybe i'll disable textures and draw the vert positions as individual colours.
Like
vert1 = red
vert2 = green
very4 = blue
very4 = black

Might be able to get a better grip on how the h/w decides to swap the split..
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Re: Quad rendering bug

Postby Ian » Wed Apr 05, 2017 12:39 pm

I drew the vertices as colours
Also marked on the winding values

vert1 = red
vert2 = green
very4 = blue
very4 = black


Image

This one I marked which vertices are shared from the previous poly

Image

When vertices 1 and 4 are used from the previous poly the winding seems to switch ..
Also looks like the split direction should change too
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Re: Quad rendering bug

Postby Ian » Thu Apr 06, 2017 10:53 am

Harry,
can you find any bad quads that are the first ones in the list? (Ie no shared verts). If they are, then the gpu is deciding to split them somehow. If not perhaps they are just related to how they are coming out of memory ..
Lost world doesn't use any shared vertices, so every quad would be a first quad :p
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