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Iris xe graphics driver
Iris xe graphics driver








iris xe graphics driver

Gridmap tile with transparent+refraction material.viewport texture must have no opaque pixels.mesh with material that has a viewport texture.I got rid of the player and phone and focused on the 3 elements that are apparentlyrequired to cause this: Iris_xe_flicker_repro2.zip repro2 is from the wrong directory 😳Īnother, more focused repro. In the video you can see that the scene drawn to the background viewport still draws the viewport texture wrong sometimes even though the root viewport seems ok with -frame-delay 200 At that point I update all the canvas layers so that everything is drawn on the BackGround/ForeGround viewports instead of the root viewport. Normally they are not visible except when you open the menu. In this video I have shrunk down the BackGround and ForeGround ViewportContainers, then made them visible. I'll try to explain by way of this video:

iris xe graphics driver

I'm still trying to figure out how to reproduce this as my game has a bit of a weird setup. noticing a lot of weirdness where the frame data flips back and forth between previously rendered 2 frames, and it stops updating the root viewport.each viewport has a separate camera, so it could still be a camera/frustrum issue.

iris xe graphics driver

  • When flickering it looks like it's only drawing the bottom left of the viewport (zoomed to fill the viewport).
  • Switching the background style of the panel inside the viewport to styleboxflat instead of styleboxempty also stops the flickering.
  • Setting render_target_update_mode = disabled/once also stops the screen flicker.
  • setting that viewport size to 0x0 using the remote debugger seems to stop the flickering.









  • Iris xe graphics driver