Vousk-prod. Posted June 13, 2014 Share Posted June 13, 2014 Hello all, Quite the same message as one of my previous topic ( http://www.html5gamedevs.com/topic/6210-big-display-bug-in-babylon-on-new-devices/ ), but another case. On last generation tablets, there is a display bug in Babylon.js :When using specular on objects (directly set in Blender, or via objectMaterial.specularColor or via objectMaterial.specularTexture) in addition with normal mapping (directly set in Blender or via objectMaterial.bumpTexture) there is a kind of conflit resulting in flickering little dots all around the object... See attach files. This problem doesn't occur with previous tablet generation, only the new one. Works on :ASUS Transformer Prime TF201 - android 4.1.1ASUS MeMO Pad 10 (ME102A) - android 4.2 Bugs on :SAMSUNG Galaxy Tab 10.1 2014 Edition - android 4.3and many current devices in shops Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 13, 2014 Share Posted June 13, 2014 Do you reproduce the bug on PC? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 13, 2014 Share Posted June 13, 2014 BTW I tried something. This may be related to normalization of normals. Could you try with the latest beta? Quote Link to comment Share on other sites More sharing options...
Vousk-prod. Posted June 13, 2014 Author Share Posted June 13, 2014 I will try on monday. Quote Link to comment Share on other sites More sharing options...
Vousk-prod. Posted June 16, 2014 Author Share Posted June 16, 2014 The bug doesn't happen on PCs, only on new tablets.I've just tried with the new babylon.1.12-beta (452Ko), but the bug is still there. Quote Link to comment Share on other sites More sharing options...
Vousk-prod. Posted June 16, 2014 Author Share Posted June 16, 2014 Argl !I've just noticed that in your new version babylon.1.12-beta (452Ko) alpha maps are not rendered correctly anymore.It seems that the alpha channel is not taken in account anymore. This happens everywhere (PC, tablets, etc). Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 16, 2014 Share Posted June 16, 2014 I changed how opacity maps are rendered: By default opacity map will use the alpha channel so it should not have changed your rendering if you are using alpha component If you want to use RGB intensity as alpha source you have to specifiy texture.getAlphaFromRGB = true Quote Link to comment Share on other sites More sharing options...
Vousk-prod. Posted June 23, 2014 Author Share Posted June 23, 2014 Ok for the opacity. It would be convenient if the Blender exporter could automaticaly specify texture.getAlphaFromRGB = true if the opacity map does not contain alpha channel. But for the display bug normal map + specular, any idea, news, questions, debug info, babylon beta to test ? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 24, 2014 Share Posted June 24, 2014 I have no android so this is not easy FOr blender, you can make a pull request, I'll validate it with pleasure Quote Link to comment Share on other sites More sharing options...
Vousk-prod. Posted June 26, 2014 Author Share Posted June 26, 2014 Eh eh, yep for Blender I will see (in fact for the moment I don't understand every aspect of your python exporter, my previous pull requests were about very simple changes) You have no android device... hmm well, not easy to debug, indeed. GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
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