Comments (7)
This is likely a precision issue in the mesh skinning shader, which could be alleviated by adding highp
qualifiers in the right location (at a performance cost). I'm surprised this occurs on non-Qualcomm GPUs though; usually, it's the opposite.
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This is likely a precision issue in the mesh skinning shader, which could be alleviated by adding
highp
qualifiers in the right location (at a performance cost). I'm surprised this occurs on non-Qualcomm GPUs though; usually, it's the opposite.
Thanks, can you tell me more details on how to adding highp
qualifiers in the right location ?
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@dsyze In this file https://github.com/godotengine/godot/blob/master/drivers/gles3/shaders/skeleton.glsl You would replace all the places where it says mediump
with highp
. And then below, in the body of the shader, when a new variable is defined you would add highp as well (e.g. highp vec3
instead of just vec3
)
from godot.
@dsyze In this file https://github.com/godotengine/godot/blob/master/drivers/gles3/shaders/skeleton.glsl You would replace all the places where it says
mediump
withhighp
. And then below, in the body of the shader, when a new variable is defined you would add highp as well (e.g.highp vec3
instead of justvec3
)
Thank you, sir! I will try.
from godot.
@dsyze In this file https://github.com/godotengine/godot/blob/master/drivers/gles3/shaders/skeleton.glsl You would replace all the places where it says
mediump
withhighp
. And then below, in the body of the shader, when a new variable is defined you would add highp as well (e.g.highp vec3
instead of justvec3
)
Unfortunately, the issue persists even after using the recompiled editor and the Android export template.
from godot.
@dsyze In this file https://github.com/godotengine/godot/blob/master/drivers/gles3/shaders/skeleton.glsl You would replace all the places where it says
mediump
withhighp
. And then below, in the body of the shader, when a new variable is defined you would add highp as well (e.g.highp vec3
instead of justvec3
)Unfortunately, the issue persists even after using the recompiled editor and the Android export template.
Could you share the updated version of the skeleton.glsl file you used so I can verify you changed all the necessary places?
Also, to confirm, you recompiled the editor and the android export template right?
from godot.
@dsyze In this file https://github.com/godotengine/godot/blob/master/drivers/gles3/shaders/skeleton.glsl You would replace all the places where it says
mediump
withhighp
. And then below, in the body of the shader, when a new variable is defined you would add highp as well (e.g.highp vec3
instead of justvec3
)Unfortunately, the issue persists even after using the recompiled editor and the Android export template.
Could you share the updated version of the skeleton.glsl file you used so I can verify you changed all the necessary places?
Also, to confirm, you recompiled the editor and the android export template right?
skeleton.zip
Thanks a lot.
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