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This is an issue when changing a shader on a material at runtime with a directional light. The first frame after the switch the object appears black. It's something that @lidev fixed on our fork but I don't think it's made it into the main fork, he can probably advise a bit better on what the problem is, but here is the commit that fixed it.
Thanks for reporting. I took the liberty of formatting the patch a little as you are indeed right that it's not visible outside your organization.
@lidev Maybe you can explain the fix? To me it looks a little bit weird that updateAmbient() would need to be public. Did you make any further changes in client code required for this fix to work?
I've re-run the experiment on the latest release branch and was unable to reproduce shader glitches when adding/removing a method from a material. Considering it fixed then.
I've just been in the process of upgrading to the Gold release, and I'm still seeing this issue occuring. However, reimplementing the above fix does still work.
This is an issue when changing a shader on a material at runtime with a directional light. The first frame after the switch the object appears black. It's something that @lidev fixed on our fork but I don't think it's made it into the main fork, he can probably advise a bit better on what the problem is, but here is the commit that fixed it.
https://github.com/mindshapes/away3d-core-fp11/commit/37f8603c9c20a425f15e96ae9327e381a2e2824a
not sure if thats going to be visible outside the organisation, so here the patch
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