Matrix computation returns odd results
Reported by
sven.fra...@gmail.com,
May 25 2018
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Issue descriptionUserAgent: Mozilla/5.0 (Macintosh; Intel Mac OS X 10_11_6) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/66.0.3359.181 Safari/537.36 Steps to reproduce the problem: 1. Run the scene here : http://playground.babylonjs.com/#SF5KIL 2. Comment / Uncomment the line about sphere.scaling (line 10) What is the expected behavior? You would expect this line not to change anything. -> The scaling variation is very small and should not be noticeable. What went wrong? Vertices normal are not properly calculated by the shader, thus causing the odd lightning (you see stripes along the surface of the sphere, stripes whom intensity is depending on the object position) The lowest I can track this issue is here : https://github.com/BabylonJS/Babylon.js/blob/master/src/Shaders/default.vertex.fx#L130 It seems the matrix operations : transposeMat3(inverseMat3(normalWorld)) Does not returns the expect result. Did this work before? N/A Does this work in other browsers? Yes Chrome version: 66.0.3359.181 Channel: stable OS Version: OS X 10.11.6 Flash Version: It will work well with Chrome + Windows, or Safari + IOS, as far as I know it would be specific to Chrome + IOS.
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May 25 2018
This is almost certainly either a driver issue or a Babylon.js issue. You said "it would be specific to Chrome + IOS". Do you mean Chrome+macOS? Any WebGL issues in Chrome+iOS should be exactly the same as Safari+iOS. When I open your link, I don't seem to get your code - just the default playground code. Can you double check? Finally, we will need the contents of chrome://gpu from your affected device. Please copy/paste or attach that. Thanks!
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May 27 2018
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Jun 27 2018
No feedback was received in the last 30 days from the reporter, so archiving this issue. Please re-open or file a new bug if necessary. For more details visit https://www.chromium.org/issue-tracking/autotriage - Your friendly Sheriffbot |
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, May 25 201826.3 KB
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